Development Cycle Archive

Thread: Weekly Roundtable Discussion (Week Ending 3-29-04)

Arcaine2
Mon Mar 22, 2004 10:26 am
#14

After the Jedi changes are implemented and no longer profression based can you look into revamping the apprentice point system. There should still be a reward for players training players but there should be an alternate way to become a Master.


Maybe quest based - Do profession specific based quests and earn the AP points needed. This gives us something to do other than sitting in starports spamming and selling and buying apprentice points.





Arcaine my game name
I have no idea what I want to be when my toon grows up.
LeBob
Mon Mar 22, 2004 10:33 am
#15

  • Yes, pistoleers will be getting duel wielding (and yes, its very cool). So will fencers. I think there are a couple of other professions, but I can't think of them at the moment.

  • will musicians be able to dual wield slitherhorns? heheh, jk


  • The tip scamming is frustrating. I spoke with Blair about it this morning and we started thinking of ways to add a layer of security in there for you.

  • eh?


  • This week's evenings look a little mroe manageable so I'll do my best to get a couple of the Ten Questions answered.

  • terrific!




    SWGEntertainer.com
    Emperor Palpatine (from "Star Wars Episode III: Revenge of the Sith"):
    "Every single Jedi is now an enemy of the Republic. Do what must be done. Do not hesitate. Show no mercy."
    -I support ATK people and playstyles.
    Account cancelled as of June 23, 2005

    DVader539
    Mon Mar 22, 2004 10:33 am
    #16


    DVader539 wrote:


    LLJK_Griz wrote:


    Thunderheart wrote:


    DVader539 wrote:

    Here's a real, real, real simple fix for you.

    Spraystick is supposed to be Acid damage
    Tusken Rifle is supposed to be Kinetic damage
    T21 is supposed to be Blast damage

    The correspondents and I have looked at this many times. Sorry, but its not an easy change. Damage types have a relationship to damage and by changing the damage type, it also changes the damage modifiers (numbers) and throws them out of whack. This is something Im checking to see if we can address in the weapon balance part of the larger combat balance, but I don't know what the answer might be. And in any event, concentrating on these minor things before the weapon balance isn't productive. We'll want to look at things when the combat balance is on TC.

    If that is true, then why did the Tusken start off as kinetic and then mysteriously change to another useless energy rifle around publish 4? Why has it taken this many months of weaponsmith and rifleman correspondents complaining before we got ANY response on this?

    First off, thank you TH for a response to this issue. Before you read anything else in my response, please understand I am directing no anger at you, since I know you are only fielding the question, and are not responsible for the error nor ignoring the error.

    With that said, LLJK_Griz makes a very valid point. If it's not an easy change, then how did the Tusken Rifle change it's damage type? If it was unintentional, then I'd like to meet the unlucky guy who by-mistake did the complex job of reprogramming it. If it was intentional, then I'd like to meet the doofus who went to all that complex work to screw up a weapon. Or is this a case of "if you had a dozen programmers sitting at a dozen terminals typing randomly, in twelve days they would reprogram a complex variable of this game"? of course that last one was a joke. I hope...

    Finally, what bass-ackwards logic made the Dev team make a weapon's stats not variable-entry based? That being, a weapon's code is a string of numbers, each number representing a stat. Like 1=energy damage, 2=heat damage, 3=kinetic damage, etc. Then a seperate function takes certain numbers during a fight and puts them through an equation set to figure out damage and such. If the Dev team made it any more complex than that, then please hire my service of logical thinking. I'll sell you my services at a good price since I'd enjoy making this game better. (p.s. I'm serious.)




    After discussing this with my fellow Riflepeople, the idea of the T21 being blast damage is debatable. But a very good point was made.

    T21 ws only blast for a few days and IMHO it should stay energy cause a blast rifle would be overpowered for the stuff that is sposed to be what commandos are made for taking out.

    However the fact that within a week the T21 was changed from Energy to Blast and back to Energy does show just how full of [balogna] old TH is with his responces to us idiots that play this game




    Oh, then we got this little doozie last Friday...

    Keldarin wrote:
    I just went through the revision history of those weapons [spraystick, tusken rifle] and they have never had those damage [acid, kinetic] types.


    Now, please... this is complete BS. If the Dev team has screwed up, please admit it. Don't treat us like morons and try half-arsed lies. My reply to this was...

    First off, an article from bloodfin.org

    ranged attacks generally do blast damage (unless the weapon is an acid rifle or lightning rifle - i expect some common sense here) ... however there are 2 guns which do kinetic damage - the tusken rifle and the striker pistol



    And then a weaponsmith's guide from swgcraft.com

    Q. What are the damage types for each weapon?
    A.
    Heat: EE3 Carbine, E11 Carbine, FWG5 Pistol
    Cold: SG82 Rifle
    Acid: DXR6 Carbine, DX2 Pistol
    Stun: Tangle Pistol, Jawa Ion Rifle
    Kinetic: Striker Pistol, Tusken Rifle
    Energy: All others



    And finally, the piece of evidence worth a thousand words from swgcener.com
    A screenshot of a King Tusken Rifle with kinetic damage!


    Proof that the Devs lie and the Tusken was kinetic!




    Click here for proof that the Devs hate Riflemen. And here's the kicker! (Seperate thread)
    Making a controversial point: Ignored
    Making a good controversial point: Locked
    Making a great controversial point no one can argue: Thread Deleted
    There are few things you can post, for everything else, there's a CSR waiting.

    JimmyPopNL
    Mon Mar 22, 2004 10:40 am
    #17


  • Yes, pistoleers will be getting duel wielding (and yes, its very cool). So will fencers. I think there are a couple of other professions, but I can't think of them at the moment.

  • TH!!!!


    Please tell me this means we could possibly see dual 1H Lightsabers!? Like Anakin wielded in AOTC.






    «««« Yisa Twioneroe »»»»
    Teras Kasi Master & Master Doctor
    FSCS Unlocked 01-25-2004
    Jedi Apprentice


    garvin
    Mon Mar 22, 2004 10:42 am
    #18

    Any updates on Dev testing of the Skill Mod (armor and clothing attachments) issues?



    • Multi Skill mods where only the highest value mod listed is attaching

    • Negative Skill Numbers listed on a mod

    • Blank Armor and Clothing Attachments

    • No stacking of same skills into one clothing item or peice of armor

    • And other issues related to skill mods...

    Thanks...




    Garvin Lansdowne
    Retired Commando Correspondent - Current Blue Glowie

    Master Commando / TKM || Architect / Shipwright / Master Droidsmith

    ShadowStyrkeGuild.com: A WoW Guild Website

    Likaeus
    Mon Mar 22, 2004 10:46 am
    #19

    There seems to be a problem with weapon, armor, and clothing repairs that appeared with the activation of Publish 7. Masters in each group are reporting an apparent radical change in repair success results. Even using high quality repair tools (over 95% functionality), there seem to be very few 'minor blemish' (great) repairs. Where most would experience 60% or better of their repair results as 'minor blemishes', now are obtaining 'reduced condition' (moderate) repairs over 90% of the time. I have done 40 repairs since Publish 7 went live. My results have been 1/38/1 (great/moderate/failure). This is a complete turn around from pre-Publish 7 when I was experiencing a success distribution of 26/13/1 over 40 repairs. Same repair tool used (99.83% functionality), and approximately the same range of weapon conditions.


    Was this an unintentional change (bug) introduced by some other aspect of Publish? If not, why was this change introduced and not mentioned in the notes for the Publish?


    Thank You,





    Arcos Alendi of Kettemoor

    Master Artisan

    Master Weaponsmith


    LeBob
    Mon Mar 22, 2004 10:48 am
    #20

    hope nobody minds my persistence...





    Thunderheart wrote:



    LeBob wrote:


    TH


    are you guys making any progress on the 'NPC stuck in wall' bug?





    With each publish, we're making strides with this. There is some more progress made with this publish. AI code is very tricky though.







    thanks for responding, but if you're going to respond, please do so to the entire question:






    LeBob wrote:


    TH


    are you guys making any progress on the 'NPC stuck in wall' bug?


    I've been trying to gain Jabba faction since COA III went live by hunting Valarians particularly in the slums of Mos Eisley, but they are almost 100% always stuck in the walls and therefore unatackable... plus no others will spawn since the area is spawn-capped (new word? )


    I asked numerous CSRs via in-game ticket if they could do anything like 'unstick' 'despawn' 'suicide' the NPCs in question, but they said they could not...


    if you guys are unable to get the primary problem fixed soon could you at least enable CSRs to do something like this?
    ALSO another temporary solution (at least in the location of Mos Eisley) would be to move the spawn location 100m outside the city.... where there are no walls!.... no walls means NPCs cannot get stuck in said-nonexistant-walls



    thanks





    is it possible to enable CSRs to do this?
    can some of the more bugged spawns be moved 100m or so temporarily?


    and actually now that I think about it... your original answer is not that great either since (I think)...


    AI code does not influence where a MOB spawns.... am I wrong?


    to be clear: there does not seem to be a problem of the MOBs sticking themselves but rather the spawn mechanics of the game engine spawn (verb) them into the collidable environment


    thanks very much





    thanks again



    SWGEntertainer.com
    Emperor Palpatine (from "Star Wars Episode III: Revenge of the Sith"):
    "Every single Jedi is now an enemy of the Republic. Do what must be done. Do not hesitate. Show no mercy."
    -I support ATK people and playstyles.
    Account cancelled as of June 23, 2005

    Locky-1138
    Mon Mar 22, 2004 10:49 am
    #21

    jedi is nearly un-playable due to the threat of being Clone-camped (Grieffing beyond the scope of anything i have ever even heard of) please, jedi vs. BH missions are a very good thing, they are good content. the solution is simple, if a jedi Dies for ANY reason, give the BH a "mission incomplete" and remove all the missions and re-set there visability just as if a BH had completed it. BH will say that this is un-fair to them as there mark may be eaten by a rancor before they get there... but realy, even wreckless jedi dont die more than 1-2 times a week, so the odds of them loosing a mission do to this are minimal.


    the shuttles are fine as is, the only change that would make sence would be to have Coronet move to a 5 minut timer, or to insta-travel like theed. Please leave the space routs the way they are, and the shuttle wait on atleast the far-flung planets. it does feel alot more like starwars when some one asks you for a slice/buff/training, and you have to reply "sory budd, im on the other side of the galaxy"





    - I support keeping & balancing the current combat system You can too
    its been emotional...
    Loksir - night elf warior, earthen ring
    Laur - night elf rogue, earthen ring
    LockysCorpse - undead warlock, lothar +Riverlands+
    Lochar
    Mon Mar 22, 2004 10:49 am
    #22

    I like to know when BE pets will be fixed as far as seeing dmg on them.


    Also as far as shuttle travel DO NOT keep the planet hopping in, players have vendors now and let them sell or with droids coming with sales mods, they can leave at some shuttles. I HATE going to corellia first then dathomir from naboo and especially when u load in to see the shuttle has just left. Plus the fact you have to run to terminal to get a tkt from the other terminals. Plus the fact its annoying and laggy as heck to see get spammed soon as hit the major starports.
    Khragon
    Mon Mar 22, 2004 10:52 am
    #23


    1) Chef foods and drink when you die have the icon go away, but you still carry the "full stomach" effects with you as well. Meaning you cant eat or drink more as you are full, but you died and no longer have the buff effects. You then have to wait for the fullness to go away to eat or drink more. This should reset upon each death.


    2) People are using FD at base terminals. Once inside, just FD at the terminal and keep shutting it down.


    3) Can we get an update on Combat Balancing? Info, Publish 8 notes, etc...very much looking forward to hearing more.


    JediKozel
    Mon Mar 22, 2004 10:57 am
    #24

    Thunderheart, any news on:



    • GCW HQ bases? The word is that turrets still fail to fire, bases get TEF against everything (including NPCs and players of their own faction), and that players can still enter Bases with turrets up. Also, somebody mentioned that the zero HP bug is back as well. Any official word on this? For many of the people that are playing since July of last year, GCW was the only true content left. Now it is borken more that it ever was before.

    • Many Droid Engineers are very dissapointed with the Publish 7, some are even completelydropping their Profs, having lost the faith in any DE Revamp. Any plans on making them (and all other players and SW fans, for that matter) happy? Publish 8 doesn't look like the right answer at the moment, since no combat droids will be introduced. And nobody will want to havea CL10-like probot droid for a combat droid - that's not Star Warsy.

    • Smuggler Revamp? Any idea which publish it is scheduled for? And any idea if Devs are planning on sharing their Smuggler vision with us?

    • Character copy for Test Center? Any ETA?

    Thanks. Not a rant, just looking for some answers, if you have them.





    Mokael Openg
    Mayor by Day, Fixer by Night, Gunfighter by Need
    "Face it, if crime did not pay, there would be very few criminals."
    Laughton Lewis Burdock
    (from Shadows of The Empire by S. Perry)
    wickedHangover
    Mon Mar 22, 2004 10:58 am
    #25

    Compiled from a couple sources when I started this on the Artisan board and moved it to Intrepid, I think we can all agree that this



    Lots Remaining: 3


    Should be replaced with something more like:


    Lot 1: Small naboo house.Status: 23d14h.Rori -4500, -2500 (create waypoint)


    Lot 2: Equipment Factory. Status: power 6d4h maint: 7d 23h Rori -4500, -2600 (create waypoint)


    Lot 3:Food and Chemical Factory.Status: power 6d4h maint: 7d 23h Rori-4500, -2550 (create waypoint)


    Lot 4,5:SmallGenerichouse.Status: 4d8h. Corellia 2200, -1500 (create waypoint)


    Lot 6:BER14 Fusion GeneratorStatus: power 2d14h maint: 3d 13h. Talus 350, 781 (create waypoint)


    Lot 7: BER14 Mineral Harvestor. Status: power 12d9h maint: 13d 3h. Tatooine 3256 4567 (create waypoint)

    Lot 8: (empty)


    Lot 9: (empty)


    Lot 10: (empty)


    I am really tired of losing track of where my lots are spent. I have a bad habit of deleting waypoints and would like either a screen that gives me my lot usage, or have the character sheet better display my lot usage.





    clockworkorangeclockworkorangeclockworkorange
    clockworkorangeclockworkorangeclockworkorange
    clockworkorangeclockworkorangeclockworkorange
    Naufragus
    Mon Mar 22, 2004 11:01 am
    #26

    same issues week after week..but to recap



    • VEHICLE PAINT doesnt last long enough

    • LAMPS decay to quickly and when on a vendor or in a crate

    • LOK has no spawns

    • NECKLACES dont display

    • MISSIONS wont let some of us take them..says we are below the level which is BS
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