Development Cycle Archive

Thread: Live Issues Update Sept 3

nolan007
Tue Sep 14, 2004 12:10 am
#274




One of the stated design goals for SWG was to removelong grinds and allow players to play... I've grown to hate long grinds that lock yourself into a particular template.


Jedi would be more enjoyable if we could try different templates as opposed to being locked into one.


As a result, since the developers have stated that Jedi are to only be 20% more powerful that a combat profession, wouldn't it make more sense (and be a lot more fun) if your Jedi Padawan wouldonly require 20% more time to level the Jedi Discipline boxes?






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( Maybe one day these ideas will be considered or implemented. Bump it, please? )

Brennox
Tue Sep 14, 2004 12:17 am
#275



nolan007 wrote:
One of the stated design goals for SWG was to remove long grinds and allow players to play... I've grown to hate long grinds that lock yourself into a particular template.
Jedi would be more enjoyable if we could try different templates as opposed to being locked into one.
As a result, since the developers have stated that Jedi are to only be 20% more powerful that a combat profession, wouldn't it make more sense (and be a lot more fun) if your Jedi Padawan would only require 20% more time to level the Jedi Discipline boxes?





You're forgetting that 20% more powerful means 100% guaranteed win vs any other combat profession all else being equal.
This edge should not come cheap, much like a krayt weapon which is only 10% more powerful, but does not come at a 10% higher pricetag.
Terkino
Tue Sep 14, 2004 12:17 am
#276

Message Edited by Terkino on 09-13-2004 12:18 PM

johnautry613
Tue Sep 14, 2004 12:28 am
#277

Tiggs,



Any comments from the DEV's about the rather insurmountable/imballanced Force Sensative Crafting Requirments?


A Combat profession would achieve 235,000 Force exp by mastering their profession once.

To complete a tree they must master a profession 20 times.


A crafter (WS example) would get 177,600 Force Exp by mastering their profession once.To complete they would need to master 27 times.


A Combat Profession would spend maybethree suits of good armor on the deal, say 700\KLets say they need 10 suits at 200K = 2 Million. They can also be running missions at the same time as they grinding a profession, so a combat profession would be money ahead by grinding, not behind.


A crafter would need (WS again) 450,000 units of material to master once. (this is at a straight 2 to 1 unit/exp ratio). To master 27 time you would need 12,150,000 units of material. At a 2cpu basis this turns into 24,300,000 units of material. Nothing can be hand ground that would be of much value, so this is almost completely waste.


.......


This can not be what you intended to do. I don't even want this for Jedi, I want this to be the best crafter I can be. I am willing to bet that most of the people even going through the force crafting side are the same way.


I have heard you all talk of how the 'holo-grinding' madness was detrimental to the economy. This is just as bad if not worse. There is nothing that can be made by hand that would require that level of materials that would be worth selling. This means that we will have rampat inflation of material pricing as people have to pay mor e and more to get the materials needed. This also means that the price for all goods will sky rocket.


The only people who will profit by this system are the one who already get a outrageous return on investment, the resource gatherers.


This is about equity. please allow us eithe a greater exchange rate on exp then has been laid down or lower the amount of exp required to complete a box in the crafting side.



Thansk you for your response,



Lazurk Autry
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PlayeroftheDay
Tue Sep 14, 2004 12:55 am
#278






johnautry613 wrote:

Tiggs,



Any comments from the DEV's about the rather insurmountable/imballanced Force Sensative Crafting Requirments?


A Combat profession would achieve 235,000 Force exp by mastering their profession once.

To complete a tree they must master a profession 20 times.


A crafter (WS example) would get 177,600 Force Exp by mastering their profession once.To complete they would need to master 27 times.


A Combat Profession would spend maybethree suits of good armor on the deal, say 700\KLets say they need 10 suits at 200K = 2 Million. They can also be running missions at the same time as they grinding a profession, so a combat profession would be money ahead by grinding, not behind.


A crafter would need (WS again) 450,000 units of material to master once. (this is at a straight 2 to 1 unit/exp ratio). To master 27 time you would need 12,150,000 units of material. At a 2cpu basis this turns into 24,300,000 units of material. Nothing can be hand ground that would be of much value, so this is almost completely waste.


.......


This can not be what you intended to do. I don't even want this for Jedi, I want this to be the best crafter I can be. I am willing to bet that most of the people even going through the force crafting side are the same way.


I have heard you all talk of how the 'holo-grinding' madness was detrimental to the economy. This is just as bad if not worse. There is nothing that can be made by hand that would require that level of materials that would be worth selling. This means that we will have rampat inflation of material pricing as people have to pay mor e and more to get the materials needed. This also means that the price for all goods will sky rocket.


The only people who will profit by this system are the one who already get a outrageous return on investment, the resource gatherers.


This is about equity. please allow us eithe a greater exchange rate on exp then has been laid down or lower the amount of exp required to complete a box in the crafting side.



Thansk you for your response,






These numbers are exceedingly high, but something to remember here is that FS Crafters will not have much of an advantage over regular Master Crafters. To my understanding it will only influence the success rate, since there are no extra experimentation bonuses the items crafted will be relativley the same. These high experience conversion rates are probably instated to thwart crafters from the tree as the Developers do not to imbalance the crafting system. My Armorsmith will not be going up the FS tree for the crafting benefits since the benefits seem to be non-existant. I believe they instated the crafting to Jedi system due to the large outcry from crafters wanting to be able to attain Jedi via crafting and that is the only reason.
Merendel
Tue Sep 14, 2004 3:47 am
#279



Mithicle wrote:

Hi Tiggs,

Could you suggest that the master experience caps all be raised by a factor of at least 5? At master rifle cap is 900k yielding just 30k force exp. I would like to just play swg without being forced to return to the village daily or every other day or lose force experience because of the low cap.






I agree. As a TKA doing the proper missions I can go from zip to cap of 900k UA xp in a few hours easy. Personaly I hate dath, wont XP there if my life depended on it but runing out there every time I go to get buffed is a bit of a drag. now if it caped at 3 mil for example it would cap at the same time as combat XP and I wouldnt be faced with haveing to just continue grinding for only combat XP or waisteing time runing out to dath agian.



nnnntnnnxgggggggggggggggggggggg)
To Upgrade something implies that you are adding too, enhancing, and fixing the thing that you are upgrading. The CU does not do this, it is not adding too, enhancing, or fixing the combat system that is in place, it is replacing the innovative SWG system with the generic one used by its competitors. Be honest and stop calling it the CU, Call it the CR (combat replacement) instead
Fedikin
Tue Sep 14, 2004 4:03 am
#280

You know what? I don't care about Jedi. I don't want to be a Jedi, and I hontestly don't care if anyone else becomes a Jedi. I'm angery that as a Master Bounty Hunter and a Master Pistoleer firing my scatter pistol at the cap, and having +120 dodge, I am still killed by a low-level Jedi with one or two saber throws. It's sad that one player class can destroy everything and everyone. It's unfair to other players who would like to see the content of the game carried on. Not everyone can be Jedi, nor should there be many Jedi around. I think that there are already too many Jedi in this game. It should be very hard to obtain. If it's next to impossible for me to get Mandalorian Armor, then it should be next to impossible for someone to become a Jedi.


And that's another thing, the Death Watch Bunker is a joke. A full group of twenty people, including Combat Medics, Doctors, and the needed crafters to make the armor can not make it through the Death Watch Bunker. I went with a group of thirteen people, and we never made it past the first room. Now mind you, the people I went with were not a bunch of noobs in bone armor. I'm talking about players who are battle seasoned, and have been playing much longer than myself. Master Swordsmen, Defensive Stackers, Master Tera Kasi, Master Commando. It's disgusting.


So I propose to you, if you want Jedi to be easier to get, then Mandalorian Armor should also be easy to obtain, and we can all ruin the game and move on to the next MMORPG to tear down.






So put that in your pipe and smoke it.



-Intrepid: Iarissei Cyse, Master Pistoleer, Master Bounty Hunter
"I really don't care if no one is a Jedi. If it's almost impossible for me to get Mandolorian armor, then it should be almost impossible for them to become a Jedi."
Eraint
Tue Sep 14, 2004 5:21 am
#281

I have only played a couple of times since Patch 10 came out and noticed something else last night. None of the POI, except Geo and Tusken had any spawn in it. I am hoping that this is an accident and you meant to increase the spawn rate. And I am hoping this will be fixed today.

I also spent around two hours on Dathmor and killed 2 NS and 1 rancor. You know why? Because that is all I could find on the planet. You took the last great hunting planet and destroyed it.

Content and fun is not reducing the spawn rate to nill. Content and fun is not nerfing the only instanced dungeon in this game by making SBD's spawn at an incredible rate.

Please take care of the spawn rate. If it was intentional to help those without combat skills to get the POI badge, well that just goes against what you always preach about immersion and grouping. If a non-combat wants to get badges, they can find some combat friend to take them, although honestly there is no need even for that.


Please increase the spawns in the cave so those of us who work days and play nights have something to do when we log in.

Thanks



Llew Eraint-Corbantis:Master Rifleman/Master Swordsman:
Ohock Backnaru-Corbantis: 10 pt Master WS/Merchant: Loot Vendor, Melee Sliced and unsliced Weapons -171, -5796 Corellia, South of Coronet
Gyopi
Tue Sep 14, 2004 6:08 am
#282






Eraint wrote:
I have only played a couple of times since Patch 10 came out and noticed something else last night. None of the POI, except Geo and Tusken had any spawn in it. I am hoping that this is an accident and you meant to increase the spawn rate. And I am hoping this will be fixed today.





I agree! I really like going and visiting POIs and maybe doing a few caves when things get boring, but they just aren't spawning. The two things that *are* spawning are so heavily camped by people who are trying to get jedi XP that they might as well not be spawning either. Right now there is not much to do for combat except either run missions or wander around aimlessly looking for something to fight. I try to spend more time doing crafting, but not many people are buying much right now (except for buffs) so I am not sure of what I am supposed to be doing.








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Zannon
Tue Sep 14, 2004 10:58 am
#283

Here's a problem I'm currently seeing on Gorath:



Has anyone noticed that POI spawns seem to be dead?

The first time I've noticed I went to the Woolymander Palace on Yavin. I've spent a lot of time there waiting for Woolymander Harrower spawns. I can say with certaintly that there is a 1 hour 15 min wait time between spawns of the Harrowers. The other night I was there for just about 2 hours and NOTHING spawned, not even the other lesser woolymanders.

Next was when I went to get a first corvette ticket. Both the Mauler Stronghold and Corsec Base on Corellia were dead, but this is not unusal.

A day later I wanted to fight Jantas so I went to the Janta stronghold. No Jantas in sight.

Then I went for yet another ticket for the corvette. This time I hit the Karamura research lab on Talus, Lord Nyax's place on Corellia and the Korga cave on Endor. All empty.

Then finally last night I wanted to fight some NPCs on Lok. I went to the downed Blood Razor ship and the Corsec Camp. You guessed it, all empty as well.

So what is going on here? Are spawns screwed in the game? Am I just coincidently hitting all of these places right after someone clears the place out? I know its not unusual for a lot of those places to be empty but so many in about a week's time has me wondering.

Anyone notice the same thing going on?



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Huaracocha
Tue Sep 14, 2004 11:21 am
#284






Zannon wrote:

Here's a problem I'm currently seeing on Gorath:



Has anyone noticed that POI spawns seem to be dead?

The first time I've noticed I went to the Woolymander Palace on Yavin. I've spent a lot of time there waiting for Woolymander Harrower spawns. I can say with certaintly that there is a 1 hour 15 min wait time between spawns of the Harrowers. The other night I was there for just about 2 hours and NOTHING spawned, not even the other lesser woolymanders.

Next was when I went to get a first corvette ticket. Both the Mauler Stronghold and Corsec Base on Corellia were dead, but this is not unusal.

A day later I wanted to fight Jantas so I went to the Janta stronghold. No Jantas in sight.

Then I went for yet another ticket for the corvette. This time I hit the Karamura research lab on Talus, Lord Nyax's place on Corellia and the Korga cave on Endor. All empty.

Then finally last night I wanted to fight some NPCs on Lok. I went to the downed Blood Razor ship and the Corsec Camp. You guessed it, all empty as well.

So what is going on here? Are spawns screwed in the game? Am I just coincidently hitting all of these places right after someone clears the place out? I know its not unusual for a lot of those places to be empty but so many in about a week's time has me wondering.

Anyone notice the same thing going on?






lol - I just found your original thread in the tech support forum and followed the trail here... Chad smacked you pretty hard huh?


On a more relevant note I was in the Weapons Facility POI with a mate the other night looking to pick up a few reb faction points and the place was a ghost town. We figured someone had cleared it so hung a while, chatted and ended up dueling a few times(he won 2-1 )- must have been there around an hour and not a bean.


*edit* - fixed a typo

Message Edited by Huaracocha on 09-14-2004 07:22 PM



Iofe ~ Ozymandius ~ Zeuss
Just another cancelled veteran

JehuBBR
Tue Sep 14, 2004 11:55 am
#285

Guys, POI spawns are currently spawning ONCE Per day... that means as soon as someone clears it out (first one there after server reboot) they don't come back until the server boots again.




Live Issue: August 31- September 14: No development/breathing CSR response since Patch 10 went live.
Luree
Tue Sep 14, 2004 11:33 pm
#286

I havent read all of these but Figured i could add one POI's are spawning once a day (the woolamander palace on yavin 4 is what ive been sitting at for the past 6 hours) I have looked all over cant seem to find any reply to this problem but therer are a few complaints on a few servers ive gone through the /bug and sent in a csr ticket but got the generic responce "this is CSR-RickK, I will be blowing smoke up your bum today. your mission was not broken its just rare and may spawn in diffrent times and diffrent places /force-feed bull hookey its not broken!" am i suprised? no. so save the flames please. first time i actually got an open ticket with an issue instead of an immediate closed though. I would like TH to take a look into this if he isnt too buisy getting chewed out on these boards. they were a 2 hour spawn now there a 24 hour spawn and they only spawn in one place ive checked all over yavin 4 after I got the server up kill, nothing. the PoI in this case the wooly palace doesnt spawn until the server comes back up. (maybe its a 2 hour mob problem I havent been krayt hunting in a while...)

--thanks Luree Al'lion
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