Development Cycle Archive

Thread: Weekly Rountdable Discussion (Week Ending 2-1-04)

optikshell
Thu Jan 29, 2004 1:18 am
#261


Since my question has been ignored...


TH: When will the exploration badge for the Aquilish Caves (Talus) be fixed so I can finally get my Master Explorer Badge (all 45 badges). Currently only 44 work. Some people have gotten the Kabola Spice mines badge by going to the Aquilish cave...



optik
: Colonel in the Rebel Army
Master Weaponsmith by day, Pirate by night.
Jedi Initiate, working on Pirate Padawan
First owner of +200 Terrain Negotiation fetal baby-skin pants

JavaKodar
Thu Jan 29, 2004 1:28 am
#262

Thunderheart,


Thank you for your response on the mining profession. However, you are failing to acknowledge one important point: mining resources would be limited to those with mining skills.


You said: "As it stands, there is as much resource pulling as the game economy can handle and in essence, its a redundant profession."


With a miner profession, only miners could pull resources. As such, there will be less supply than there currently is. The economy would no longer be flooded with resources, and it would be better off.


Currently, any player can pull up aroundone million units of resources in a week with BER13 heavy harvesters on a nice concentration of resource. Are you saying that this isn't a problem? If it is a problem, than the miner profession is the fix.


Mineral refinement: This is very, very similar to the Bio-Engineer profession. Just re-use the code that has beenwritten, modify it so that it applies to resources and their stats instead of creatures, and you're done. Add in some certifications for harvesters, skill pre-requisites, new skill mods,and a few other things, and there's your miner profession. Seriously, it can't be that difficult to implement (and I'm a programmer, so I can't be that far off).


There are some great ideas posted in this thread. Please use them when you re-implement the Miner profession. It will be of great help to the SWG economy.



Vertex Starlighter [TCON]

Former Master Weaponsmith of Wanderhome

rufus102
Thu Jan 29, 2004 1:30 am
#263

known issues.... please.



-----------------------------
Bring back Holocron - at least he was HONEST.

This new "communication" is ruining the game.
Gillgalid
Thu Jan 29, 2004 1:31 am
#264

Greetings TH,


I have no doubt that you read every post on this thread, you don't reply to all and I can understand that with thelimited amount of time you have to address issues. However,the issue of changing the FSCSselection system affects many of the die hard supporters of this game,I believe thiswarrants more than a one line response that tells us we will be in the same position in either system. To perfectly frank with you, that statement isn'ttrue. You haven't tracked professions completeduntill just recently, at your own admition, and for a statement to be released saying we won't lose any progress is false. On page three of this thread I outlined my experiance seeking a FSCS and then proceeded to pleed for both systems to run in tandem for a term of no fewer than 3 months. This is a fair system and will allow all of those people that haven't been very lucky to have the same opportunity as their more lucky counterparts. Please give us a reply wether this is a viable solution or not. Calm the hearts ofmany of the voices you represent.


Thank you,





Jedi Initiate Eriik : Starsider
Riflemen/Doc Eddard Stark : Test Center
R2DADROID
Thu Jan 29, 2004 1:47 am
#265

Mining could be a profession if they could not only mine, but smelt and refine and whatnot.


Let artisans do the basics, exactly as they can now,if they want the hassle.


But those who want the top quality materials for their goods would probably buy from miners and spend their time crafting or doing other things.






R2



"Oh JarJar, everyone hates you but me" - Comicbook Guy
joey1342
Thu Jan 29, 2004 1:55 am
#266

i speak for many people when i say a miner profession is not the best of ifeas....anyone and everyone should be able to pick up a survey tool use it and throw down a harvester. Its simple...as long as you get the lessons of novice artisan you should be fine. I mean c'mon....its a tool...the survey device...you use it...if your not that good at using it then it doesnt work as well for you. But none the less you have a cert for the tool. Now you just place your already made AND functioning harvester there...then you turn the button to ON....that should never ever require any kind of cert. Its not like you have hard things to do make this system work. I honestly feel the majority of people who like this deal are crafters and people with 2 accounts. It is very hard to make money as a non crafter without my harvesters. Running missions is grueling and it gets old. Thinking combat classes should just make money through missions is crazy. that would be like telling a weaponsmith they had to craft cdef's ONLY forever!!! Thats my 2 cents


and TH, i would love a response to my previous post on the second page of this thread


RageGods
Thu Jan 29, 2004 2:23 am
#267

TWO ANNOYING PROBLEMS I HAVE TO FIX EVERY TIME I LOG IN


1. I pressCtrl+P and go into character and select to show a profession under my name and then close the window. If I go back into Ctrl+P in character and then select NONE it shows no profession under my name.


The problem is when I log back into the game the next day, there isthe sameprofession under my name again that I had up just before selecting NONE. Everytime I log in I have to keep changeing it to NONE now if I dont want a profession to show up under my name.


2. The combat que in the top right corner that shows up everytime you begin attacking (dont know what its called). Anyway, I moved my toolbar all the way to the top right corner and the combat que thing just under that to the right. When I log in the next day it resets itself back to the top right corner again and I have to keep moving it down a bit where I want it.


Are these ever going to be fixed?





ARC - All Accounts Canceled - 04/20/05
This game has no longer became fun for me. I do not see it ever getting better. Goodbye Tempest and Eclipse. Salute SiN Guild.
IgescaStorm
Thu Jan 29, 2004 6:38 am
#268

Hello, I hope, i dont make a mistake to posting this here, if yes, I apologize.


I posted it in the Artisan topic, but did not get a big attention...


(I still believe, this is a good idea)


So i try it here:



Ok, i have written many rants and some positive things. Never got an answer for both. But today i saw the light and had a sacredly idea. You should now, i am an Artisan all of my heart, so i believe, i know, what I am talking about.


1, Ok, we know, that the loot system is crappy. Few and useless or no loot at all.

(The only one usefull item is the Skill Enhancing Attachment,

but it is useless doe to bugs or intended, but it is a misdesign)


2, Reward is crappy. (It doesn't matter, what the new Patch brings, it will stay crappy,

because no NPC-item should be better, than a player-made item)


3, Looted junk is destroyed by 90% of the people, so Junkdealer are useless.


4, DEVs want ONLY player-made items in game to realise the "100% Player-Driven-Community"


5, Novice Artisans can't make any bucks, because nobody wants their crap, so they have to grind to master.

(at least Master Artisan)


6, Artisans have to run missions to get money.

(An artisan does not want to run around, but to sit at the craftingstation and experiment!)


7, GRINDING is usual, although DEVs always say, it is a bad thing.


8, Bazaars are full of crappy CDEF Pistols, nobody wants to buy.

( -> After a week destroyed by the owner.)


9, "Practice" was introduced, because Player did not stop grinding.



I have the solution for all this bad things with ONE Idea!

DRUMBEAT


TATTATATTAAAAAAA


THE IDEA:


Take out all of the NPC-items! (Loot or Reward) Let newbies sell their items to the Junkdealers for lesser, but for instant money. All this items will "bought" by NPC-s and they give them back to the community as a loot or reward. If the item is not destroyed, but used by a player, grant extra UXP to the maker.

What we have now with this system?


1, Newbie got rid of his junk


2, Newbie has money


3, No NPC-Items in game


4, Many, many loot.


5, No grinding, no macro, so no need of "Practice" (if somebody else destroys my item, it is not a grind)


6, No need of silly Artisan Missionterminals*


7, Bazaars are clear and i can search the useful items.

No need to browse to the 10th site to find something else, but newbie CDEF Pistols.


8, Reward is player-made and not soooo crappy**


------------------------------------


* Mission Terminals: Instead of missionterminals, you could integrate another system.

It works for all terminals. Because the whole galaxy is empty and without (NPC) Life

(Standing stupid around at the wall of a building IS NOT life) you could make it so, that if a player runs around,

an NPC runs to him and shouts "Help! I need an Artisan!" (or BH or CH or what you want).

The player knows immediately, this NPC is a quest-giver (No needs of silly signs above head). If the player has the Ability and want to take the mission,

he clicks on the NPC and make a dialogue and take (or not) the mission.

(Think IRL. If somebody runs on the 5th Avenue screaming for help, 9 of 10 people will ignore him, but 1 helps.) We all know, it would work, because of the quest on Tatooine, where a slave runs to you and need help, some Stormtroopers apear and you have to defend (?) the slave. Everybody was excited, but even now, nobody knows, what the hell that means.... That would bring life to the whole world and no more monotone grouping and hunting in Coronet.

(And no crashes).


**Rewards: The system could search for certain items in all vendors, like "look for items at vendor.

If item Sparystick/min dmage 138/max damage 280 - buy it. Give to Emperor"

I will say, the system could buy some high quality items from playervendors and

give them to highend NPC-s as a reward.

I know, DEVs want moneysink, but hey! We are paying customers and wanna have fun! Please make the game fun for us!


Thank you for your time and listening to me!

Your input is required :-)


IgescaStorm (Eclipse)

Akoug Igag (EU-Chimaera)





Account canceled
due to NGE.
Sketh
Thu Jan 29, 2004 7:04 am
#269






Thunderheart wrote:


There are lots of ideas for sure, but right now, the team is focused on the Combat balance, the GCW, the Jedi Revamp, Correspondent/CSR issues, the publish theme, getting the existing professions improved and the dungeons.






What happened to "Droids are our number one priority"?




______________________________________

Sketh Rial - Acting CEO CGZ Enterprises - Trade Minister for Riverveil
Master Droid Engineer - Master Artisan - Propagandist - Novice Carboneer
Visit Sketh's House of Droids (Tent) -3814, -1683 Riverveil, Corellia, Chilastra
Droid Owner's Manual - Version 4
JesterOp6
Thu Jan 29, 2004 7:07 am
#270

while i have not read every single post on this combat balancing, i have read a lot and am slightly worried.


while i understand the desire to make every (COMBAT) profession equal, i am really scared that this could mean that a Master Rifleman who also mastered Marksman and Fencer will be on the same ground pvp/pve wise as a Master Rifleman who mastered Artisan and Armorsmith, provided they both have the same equipment on. Is this flawed logic, it could be, as i like the rest of the community, know little of what is actually being balanced. It is worrysome nonetheless, and I would appreciate this issue being addressed.



Fender Longshot - Bloodfin -

My true passion in this game is Interior Decoration, I just love decorating the interior of Clone Centers with new corpses.
Killermuppet
Thu Jan 29, 2004 7:31 am
#271

Thunderheart,


I was wondering what your take on this issue is?


http://forums.station.sony.com/swg/board/message?board.id=droid_engineer&message.id=58484


There has been some lively debate on this recently and we were wondering if you could reply with your interpretation of this.






Priss Asagiri
Master Droid Engineer / Novice Musician
Flurry / Kaadara

A look can be Decieving,
A touch can be Lethal.
Jinxx0r
Thu Jan 29, 2004 7:35 am
#272

A few things that would make an organization freak like myself happy:

1) I would like to see a more robust email system. It would be nice to have a tree view and folders like MS outlook. This mail client would also allow you to save up to 150 email messages to these folders. Being able to organize saved mail would be a great addition (instead of saving it out of game to text files).

2) I would also like the ability to add my own tabs to the datapad and have the ability to organize my waypoints. I have a lot of waypoints and it is sometimes difficult to keep them all straight... i.e. harvester, trainers, hunting locations, etc... Also, please increase the number of items allowed in the datapad by 50.

3) I would like to have a notepad IN the datapad. It would be nice to allow me to save notes as a data element. Allow up to so many words per note (like 1000?), a maximum of 20 notes and make them an icon that I can attach to email. With these "icon notes" I could attach them to emails like we do waypoints. This would be a nice way to send out my form letters and such for my business. Also, this would be nice for guilds. They could craft up thier rules, regulations and distribute them via these notes. It would allow the person that maintains them an easy way to manage them.

Just a few random thoughts about some gaps I see in the game that would make some things a little better organized.



"I mastered 23 professions and all I got was this lousy force slot..."

Dark Jedi in training...
KingSnake777
Thu Jan 29, 2004 7:45 am
#273





How did TH put it...
Because knockdown, while a very cool move in theory is very exploitable. In rapid succession, its used to pin players down and create many situations where players can't get back up. The devs are working on a compromise to keep KDs in, but not in a way where it can be exploited so badly.


So basicly using that little macro attack button i get for lvl 4 balance in the TKA line is exploiting? I mean, you dev's are the one's the combined the dizzy knockdown attack, but my using it is exploiting? Intresting...


Tell me TH do you do this just to tick people off... i was a ch when you uttered your..." 3 2 0 0's who use GM's are exploiting the system..."


Now Dizzy Knockdown is exploitable. simply because we use it? AND IT WORKS. You ever take a Karate class as a kid? You should know just how important take downs are... an opponet on his back has a much harder time of fighting back. You get them down, you keep them down. That's how it works.


as for ranged knockdowns... if i were shot in the knees... i know for sure i'd fall over... and prolly won't be quick to get up...


But what ever. do as you like. I've lost faith in this development team along time ago. Any development team that lables us as exploiters cause we play the game the way you presented it to us is a load of bull. Admit the truth. It's your short sightness. It's your lack of forthought, or more importently your lack of fixing counter skills that make moves like dizzy knockdown so over powering. But instead of being a man and admiting your mastakes... they clam we'er exploiting your system.


It's your game. run it into the ground. I'm already exploring other options.


KingSnake. (Ch explorter and apperently a TKM explorter. Wonder if i'll get baned soon...)




-----------------------------------------------------
Winner of "Quid's Comic" Politican Madness!
___________________________________
-----"Trust Me, I Know What I'm Doing"-------
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