Development Cycle Archive

Thread: Publish 9.3 Feedback thread... DECREASED STARPORT TIMES, Poison resists, etc.

Moosemillion
Sun Aug 15, 2004 4:21 am
#274




My Personal Feedback


Travel: Decreased starport wait times to 5 minutes!! - Very nice. Would probably decrease Starport spamming issues significantly if there was no wait time at all.


Profession: Doctor Added point blank area poison & disease cures for Doctors Added new Doctor Disease & Poison Resistance Buffs. - I have no issue with this, and hope that it goes a long way to quieting the constant cried to nerf CM. However, I would implore the development team to consider moving the crafting capability ofall Cures and Resist Buffs to Combat Medic. The medical ecomony is already rediculously one sided. CMs have little to no place in the market. It is reasonable to assume that the only crafters with the appropriate knowledge to develop cures and resists to CM attacks are CMs themselves.


While Combat Medics do manufacture Area Stims and Ranged Stims, the usage of these in comparison with the widespread usage of normal Stimpacks and Medical Buffs. Therefore the cash flow of the medical community is filtered almost entirely to the Doctor community. Economic balance could begin by implementing this change.


In addition, should the decision be made to move the crafting of Disease and Poison Cures and Area Cures, and well as Resist Buffs, to the realm of the Combat Medic, I would recommend increasing the usage of common spawn resources and decrease the need for rare spawns. Since Combat Medic has been rendered economically crippled in comparison with Doctor, our ability to buy resources is severely limited. In comparison, and I substantiate this with evidence from every Trade Forum there is, Doctors, Weaponsmiths, and Armoursmiths tend to dominate the economy and tend to have the economic ability to buy those resources they are unable to obtain for themselves.


Combat: Poisons and diseases no longer automatically hit, but now have a chance to hit based on their potency. - Fair, as long as the resources needed for at least fair to excellent potency spawn with increased regularity.


Combat: The resistance effectiveness of the Poison Resist & Disease Resist Buffs will reduce the chance of being affected by a poison or disease. There will always be a 5% chance of being affected and a 5% chance of resisting no matter how high the resistance or potency ratings get. - Fair




Bull-Moose Moosemillion
AMOK Guild Hunt Master - Mandaloria, Naboo - Ahazi Server
CEO of Moosemillion Inc., Commodities Trading
Master Combat Medic / Master Rifleman
Moosemillion
Sun Aug 15, 2004 4:31 am
#275



I thought that this post from Slabby was worth cutting and pasting, as there are many good points in here that I think were articulated well. In particular I really like the idea of giving cure packs to CMs instead of Docs. It follows my logic in my last post about only CMs having the requisite knowledge of Poisons and Diseases to develop countermeasures.


From Slabby:


I feel that this was a chainsaw approach to fixing the CM problems. I'm not a CM. I do PVP.


The problems with CMs were the strength of their poisons not being mitigated in PVP, Throwing Through Walls, and Poison and Disease stacks triple incapping. In addition, they could throw and great ranges than anyone else can shoot, and never missed.


the CM is a very minimal investment return on skill points. Area Heals and Mind Heals.


I feel that point blank area cure packs should be given to CM instead of doctors and they fit their supposed role better. Now in a battle there is nothing that a CM can do that can't be done better by a doctor except mind healing that comes at too great an expense.


Nothing was given to CM to make up for this problem.


This was one sided, and it was an arbitrary swing of the nerf bat with any though of balancing the class after it was completed with the Doctor Counter Part.


At this stage, the Master Medic requirment probably needs to be removed and lowered to the crafting and healing trees of medic so that additional skills points could be spent elsewhere.


Now there is no situation that you can say that Doctor isn't greater than CM.


Fix the game, don't break classes. And learn to listen to feedback when you get it.


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Kalsion Ri'Tay: Gunfighter Extroidinair




Bull-Moose Moosemillion
AMOK Guild Hunt Master - Mandaloria, Naboo - Ahazi Server
CEO of Moosemillion Inc., Commodities Trading
Master Combat Medic / Master Rifleman
Kimogila
Sun Aug 15, 2004 7:57 am
#276


Travel: Decreased starport wait times to 5 minutes!!




Kudos. And next time, don't be so stupidly stubborn for such a long time.


Kharrissa
Sun Aug 15, 2004 8:54 am
#277

"This was one sided, and it was an arbitrary swing of the nerf bat"



Unfortunately, this statement describes standard operating procedure.


Rather than maintaining a close approximation of balance, we get these wild swings that are not in anyone's best interest.
snipyatomussi
Sun Aug 15, 2004 5:51 pm
#278

Has anyone noticed proformance problems since the newest patch? I'm seeing a drop in my FPS. just wanted to know if anyone else was.


Snipya Tomussi <SCUM>

Tempest



Snipya Tomussi - SCUM -
Imperial Army, Col. Talus
Tempest Server
Imperial from day one (16 Aug 03)
Kael21
Sun Aug 15, 2004 9:24 pm
#279

I'm liking this starport time thing.



---------------------------------------------
Nertath Aldo a Jedi Knight
Kaeko Aldo a Shim Bounty Hunter

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Acount Cancelled
Virtuell
Mon Aug 16, 2004 1:28 am
#280








Shann0w wrote:


They can't give anything to the CMs because the popular opinion is against CMs right now. The entire purpose of this publish is to butter people up for the next publish, you know the one where they make venders useless?





Sadly it is so, but I hope the opinion will change in the future.


- Yes the merchant nerf is most unwelcomed, on the other hand I will then take orders only since there is no use for vendors anymore after that patch.


A new Q:
Something I have noticed by testing CM poison/disease and DOT weapons (poisons) on a friend, there seems not to be any resist against them with Disease & Poison Resistance Buffs???






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decxx
Mon Aug 16, 2004 4:42 am
#281



Virtuell wrote:


Shann0w wrote:

They can't give anything to the CMs because the popular opinion is against CMs right now. The entire purpose of this publish is to butter people up for the next publish, you know the one where they make venders useless?








vendors will NOT become useless... the vendor-update is one of the things many ppl are waiting for since a long time... now all these emtpy "i need merchant-xp" vendors around coronet will be gone soon... and the merchant-profession is no longer something you only master for unlocking and/or to place your vendors that will always be empty because most "combat-only"-players are too stupid for crafting nice products...

now you wont anylonger have to search hundreds of houses before finding a non-empty vendor and being able to buy what you where really looking for...

and the max-limit of items in a vendor will decrease the useless items in vendors alot too... i hate weapons+powerup-vendors that contain 2 packs of 1k ressources and the rest is filled with broken datapads, unlocked containers, 2 crates of 10% PowerUps and looted CDEF Crap...

You should then add a feature where a merchant can setup something like an admin-list or hopper-list where other ppl can offer up to 50 items (not added to the max-count of items but included in that) for "direct sale"... the merchant should be able to set a fee for reselling other crafters products allowing even new players to start with artisan and merchant... currently a new player doesnt have enough money to buy and resell other ppls products (like armor and rare items) and even if he/she had ... why should any1 sell products to a merchant for reselling if he/she just needs to spend 10mins in the business-tree, place his/her own vendors and then drop business and keep the vendors forever...

Dear Devs... the merchant-rewamp is a great idea ... plz dont listen to those stupid combatants who just want their storage-vendors not being removed ... remember that not always the ones who cry the loudest have the best ideas!!... those vendors usually are full of millions of items at 9999k that are taken out of the system forever...


AND 1 MORE THING TO THOSE OTHER VETS (as im one too) ... IF YOU HATE THIS GAME THAT MUCH.. WHY DONT YOU STOP PLAYING THEN AND NO LONGER WHINING ON THESE FORUMS THAT THIS GAME SUCKS !?!... YOU ALL SEEM TO HAVE VERY FEW FRIENDS IF YOU PLAY A GAME FOR MORE THAN A YEAR THAT YOU DONT LIKE!!!

I think, SWG is one of the best MMORPGs ever... so many details and little nice things that havent been seen in any of the other releases yet! I LIKE IT AND I KNOW SO MANY PPL ADDICTED TO THIS GAME TOO!!
Lilato
Mon Aug 16, 2004 6:41 am
#282






decxx wrote:




vendors will NOT become useless... the vendor-update is one of the things many ppl are waiting for since a long time... now all these emtpy "i need merchant-xp" vendors around coronet will be gone soon... and the merchant-profession is no longer something you only master for unlocking and/or to place your vendors that will always be empty because most "combat-only"-players are too stupid for crafting nice products...

now you wont anylonger have to search hundreds of houses before finding a non-empty vendor and being able to buy what you where really looking for...

and the max-limit of items in a vendor will decrease the useless items in vendors alot too... i hate weapons+powerup-vendors that contain 2 packs of 1k ressources and the rest is filled with broken datapads, unlocked containers, 2 crates of 10% PowerUps and looted CDEF Crap...

You should then add a feature where a merchant can setup something like an admin-list or hopper-list where other ppl can offer up to 50 items (not added to the max-count of items but included in that) for "direct sale"... the merchant should be able to set a fee for reselling other crafters products allowing even new players to start with artisan and merchant... currently a new player doesnt have enough money to buy and resell other ppls products (like armor and rare items) and even if he/she had ... why should any1 sell products to a merchant for reselling if he/she just needs to spend 10mins in the business-tree, place his/her own vendors and then drop business and keep the vendors forever...

Dear Devs... the merchant-rewamp is a great idea ... plz dont listen to those stupid combatants who just want their storage-vendors not being removed ... remember that not always the ones who cry the loudest have the best ideas!!... those vendors usually are full of millions of items at 9999k that are taken out of the system forever...


AND 1 MORE THING TO THOSE OTHER VETS (as im one too) ... IF YOU HATE THIS GAME THAT MUCH.. WHY DONT YOU STOP PLAYING THEN AND NO LONGER WHINING ON THESE FORUMS THAT THIS GAME SUCKS !?!... YOU ALL SEEM TO HAVE VERY FEW FRIENDS IF YOU PLAY A GAME FOR MORE THAN A YEAR THAT YOU DONT LIKE!!!

I think, SWG is one of the best MMORPGs ever... so many details and little nice things that havent been seen in any of the other releases yet! I LIKE IT AND I KNOW SO MANY PPL ADDICTED TO THIS GAME TOO!!



LOL dont think you wont find any empty vendors anymore, at least, they will all have 1 CDEF pistol in it for 99999999 credits, and you will find even more of them when the "fix" goes live, cause of all those ppl that need to regrind merchant back




Tsaba

Vendors at -157 2520 just 400m east from Mining outpost, Dantooine
Chef foods, Architect goods, Locked containers

-1825 -4027 just outside Bestine, Tatooine
chef Foods, Master ShipWright, Med supplies, loot, Clothes, biowear, weapons
TK316de
Mon Aug 16, 2004 7:45 am
#283






decxx wrote:
Seems like me and my mates are the only ones who DONT like that the starport wait-times decreased too!
[...]

And the decreased starport-times now decreases the size of the galaxy again.... i hate that !!!

If you continue like this we will soon have no more waiting times at shuttles at all... and that would really **** !

It was ok to decrease the shuttle-times as travelling by bus doesnt require the same wait-times like travelling by plane in real-life! But as we like RPing we WANT to have some annoying things like waiting for your shuttle... just like it is in real-life !!!




LOL...no one forces you to take the first shuttle...


You want to wait ? Fine, take the next shuttle.


The galaxy is too small when on a bike ? No problems, just walk.
Or get your pet out and ride to your destination.


It's as immersive and realistic and annoying as you want it now. You want to play you have to wait....do so.


It's in your hands





Hotte Hue
Bothan from Hell
Troll Initiate
TARQ > ALL
Khelyyk
Mon Aug 16, 2004 8:23 am
#284

Thank you for decreasing the 10 minute wait!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


Finally we get to PLAY the game more
Kid_Amigo
Mon Aug 16, 2004 9:30 am
#285

Bless you guys for providing some kind of resists to CM's and their evil poison/disease chucking ways! Now at least non-docs and other can enjoy mass fights and last more than 30 secs before they hit the ground!





Kiddo Amigo



_____Kiddo Amigo --- Riot' Amigo______________

UPA

____________Viva La Resistance______

Sturme
Mon Aug 16, 2004 11:49 am
#286

i know this is minor, but why can we not place certain items in our homes anymore, say a holocron, or squil skull?
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