Development Cycle Archive
Thread: Weekly Rountdable Discussion (Week Ending 1-18-04)
I thought I'd give this new forum layout a chance before making comment. Y'all are the ones that make the decisions so I'll always give you the benefit of doubt when it comes to how to run things.
One thing I've noticed about this new layout it makes it a little difficult finding general discussion of interest. With the previous layout I could look at the title and determine with a reasonalbe degree of certainty whether I wanted to bother opening that thread or not. Now I have to go through every single page of this thread and read several lines just to determine if I want to even be reading that particular post.
Also I notice that there is no direction in this thread, which makes following any kind of line of thought very difficult. Perhaps I don't have options set correctly. Is there a way to look at the posts in threaded mode, so that maybe you could follow on string of thought instead of trying to weed through and see what response went with what statement...
The one thing I want is to be able to have the Full Princes Leia Slave outfit from Jabbas Palace. Problem is that the bottom skirt can not be crafted by any Tailors
The metal bikini is craftable, but for some reason the skirt isn't. I have seen the skirt on NPCs on Tatooine so I know that it exists in the game. This wouldn't be a difficult change.
Artisans will donate metal and other needed stuff to the their faction side.
To make things more simple, each resource will be converted to a generic
type. Like Rebellion Copper and so on. Overall Quality would play an important factor. 1000 units of 50 OQ copper would be melted down to 50 units of rebellion copper.
Faction points would be rewarded by total melt unit / 10, so 5 points in this case.
Crafting professions will gain schematics at certain ranks. They will buy the resources
at 1 point per 5 units (has to cost more). The crafter will make the product (no experimenting) and all products will be exactly the same. These items can not used, they have to be turned in. The crafter will then be rewarded the cost of all resources plus a crafting reward.
Now, each side would have a limit on the amount of items it can store, for example.
100k copper, 10 of each armour piece and so on. Once limit is hit reached, they will not take anymore. And of course, all faction stuff would be crafted by players, so if there
is no armour in storage, you can’t get any.
Bases, Turrets, Armour, AT-ST and so on would all be crafted using the generic resources, once again, all crafting results will be the same. All items have to be given to a recruiter before it can be used. Recruits will sell it like they do now.
The idea is to give crafters a major role in the GCW if they don’t craft, players don’t get things. This will also force some crafting to actually gain rank.
Also as a money sink for each side. Set up an extra storage donation box. For 1 mil
credits a day, the storage limits will be doubled. It will take 10 colonel votes to approve a days worth extra storage. It will cost each colonel 300 faction points to vote. So funds can build up and don’t have to be used until decided.
9+ pages already... yep... they'll be payin tons of attention to this thread:X
Ok... here's my issues...
Warping when getting off vehicle and sometimes mounts
Vehicles self storing after short period of time... but NOT storing when you actually choose that option.
Constant game freezes that force me to reboot to get out... happens at least once EVERY night since the vehicle patch.
Why does a creature know to destroy a vehicle after it incaps a player? Does the bike have a peculiar scent? The intelligent creature iknows it's my bike and cost me 40k... so it's really going to punish me for attacking it's family and lair? My wife lost a speeder and a swoop on two successive nights... snorbel got the speeder and a gurk got the swoop. Completely disabled them both.... so why can we not just spend the credits to repair a disabled bike... why is it automatically junk?
Harvesters... why is there no fail-safe when destroying the structure to ask if you've retrieved the resources? Why is there an empty harvestor choice in the hopper? Why would you want to empty the harvester and trash the resource? My wife lost over 100,000 units of my resources:X First she destroyed the structure and didn't retrieve the resource... losing 30,000 units of Talusian Water and another time... she "emptied the harvester" and destroyed 83,000 units of radioactive power. You're revamping the number of vendoritems because people are unable to find the "next items" button but you can't find an easier to use interface on harvesters that would make sure simple, costly mistakes aren't made?
All I can think of for this week... will copy this so I can use it again and add to it next week:X
I've also noticed AT-ST's being stored during combat.......what gives?
TH.. please make a separate summary thread for each of these weekly discussions... way too much reading :/ thanks!
Xenothaulus wrote:
For the love of Krom SOE, can't you give us something? I don't care if it's art for my house, a weapon or armour component, a new schematic, ANYTHING other than 1 unit of a resource. That's like a slap in the face.
I wonder if the Dev ever truly wonder why we sometimes feel they are completely incompatent?! Well Devs if you ever do wonder its s. h. i. t. like this!!
VolatileMan
TH,
Sorry to chime in again but I have another issue I think needs some thought. Unless you are out in the field hunting and have high level combat skills, it is nearly impossible to get your AP's for mastering professions. I was a master Architect and master Artisan and had all Merchant skills except master. I popped my lovely holochron and of course it said Master Swordsman... I scoured Naboo on Kettemoor server paying thousands of credits going city to city trolling guild halls, cantinas, medical centers and starports. I even popped around to several player cities. The main cities are empty now and you can't find anyone to train in non combat things. In an entire week of wasting all my game time trolling for AP points I managed to get 210 out of the 620 I needed for master merchant. I wanted to go ahead and get the master box since I was so close before I started dropping skills to follow my holo...Finally after wasting a week worth of my scarce play time, i just gave up and started dropping my merchant skills to get the needed swordsman skills.
Given the rarity of anyone playing swordsman, however, I doubt that when i need the AP for master swordsman I will fare any better...
There has GOT to be some way to rework AP's or ways to draw both trainers and trainees back to the cities. For all my artisan and architect skills I couldn't find players anywhere coming up on searches so i ended up paying an NPC trainer. Now given the scarcity of Swordsmen overall, I have been paying NPC's for those too. Wasted AP points for someone who may need them, but guess what, if there are EMPTY CITIES and no one around, I shouldn't have to travel the entire galaxy just to find someone to train me in one skill. I also shouldn't have to give up when one block away from master because there is no one around who needs training in Artisan/Crafter skills.
PLEASE PLEASE PLEASE rethink the AP system. Make it to where you can get xxxx amount of XP to gain an AP. Make it where you get more value for the trainings you get. Even the value scale is all screwed up. For teaching someone Management 1 in the Merchant tree I get 50AP points...for teaching the Management 4 (the highest level below master) I get 20AP points... I know the devs put a simple formula in to where it takes the number of learning points needed to learn the skill and multiplies it by 10 to determine AP points. Come on, thats just lazy. The higher level skills should be worth WAY more than the lower level skills. Say block 1 in the basic professions being worth 10AP, block 2 20AP, 3=30, 4=40, Master Basic = 50AP. Now for the elite skills, block 1=60 block 2=70, block 3=80, block 4=90 and Master Elite=100. That would help because you would get more points for the higher level skills which are the most expensive to pay for from an NPC trainer (i.e. people might be more likely to seek a player).
It also comes back to drawing people back to the cities too. Like I said, make all those useless empty buildings have RENTABLE space in them for merchants and housing. It would be a great benefit for merchants to be able to pay maintenance (rent) on some place and set up shop without having to use their lots. You could also make high-rise or large housing complex a player city building taking 10 lots so that someone who wanted to could spend their lots to run a housing complex (with high maintenance costs and appropriate higher taxes to support the cities). In order to keep the availability open in the main cities, you could have basically a 30 day lease and at the end of that period, that person would need to move out and the next person on the "waiting list" would get use of that spot for 30 days. That would keep it fair and give chances for new people to have access. You could also have a changing environment, i.e. if Mos Eisley is 100% rented out for 3 consecutive months, you add another building to it. That would allow growth of the currently static environments of the standard cities (think about it, how often does a major city not undergo ANY growth at all for a long period of time). The changing look and feel of the cities would also give players a reason to revisit.
Sorry for rambling so long, but having to give up when so close to mastering a profession simply because I had to depend on other players who didn't need/want the skills I had was ridiculous.
Gydeon
My list of discussion areas:
1. Getting items from my private house, placing them in my inventory, leaving my house --> the items disappear from my inventory for an indeterminate period of time. They are not in my house, not in my inventory. They normally reappear in my inventory after several hours of being logged off.
2. Vehicles poofing moments after I dismount from them. This is especially bad on Tatooine on Shadowfire.
3. The wilderness is empty of creatures. Example: I rode in a large circle (400m diameter) for 10 minutes and only 1 human killable appeared.
4. Daily game lockups for approximately the past 3 weeks. Virtually none prior to that.
5. Items rearrange themselves randomly in my inventory upon every load/shuttle.
6. SubWindow size and placement, column resize of vendors is not remembered after logoff.
This one long post of problems and things to discuss seems a crazy way to handle things. At least make several threads to break it up into type os complaints. i.e. combat, UI, crafting, profession, movement, technical, etc...
Not sure if this is on-topic, but there is a bug I hate.
When you "Use" the Ticket Droid, you have to "Use" him twice to get the window to select a destination to appear. Always twice, for me. Moderately annoying.
eznihm wrote:Not sure if this is on-topic, but there is a bug I hate.
When you "Use" the Ticket Droid, you have to "Use" him twice to get the window to select a destination to appear. Always twice, for me. Moderately annoying.
Easy fix: Double-click the ticket in your inventory instead of fooling with the ticket taker