Development Cycle Archive
Thread: Publish 9.25 Feedback Thread...
Duckfat
Mon Aug 02, 2004 4:29 pm
#300
Ok this is getting more than rediculous. It was nice that you increased the drop rate of the junk loot pieces but guess what you forgot to include the adhesives in the increase. I now have well over 100 various junk loot pieces but only 2 are adhesives. Give me a fricken break. I have more than enough pieces to make three of each kit if I could only get the damn adhesives. And there is no way I am paying the 2-3mil asking price on the trade boards from the few who have found them. And you wonder why people AFK camp spawns. It is the only way for a casual gamer to get anything without spending hours mindlessly camping and looting ATK.
D3st0r
Mon Aug 02, 2004 6:16 pm
#301
Dark Adept NPCs (roughly 50k HAM) still go TKA and dont use force powers.
mccollums
Mon Aug 02, 2004 9:59 pm
#302
i'm kind've irritated by all these people saying GREAT job when they haven't went out and fought anything. I'm all for more challenging mobs but i DO NOT want to be 1 or 2 incapped hit by anything but a Jedi. Nightsisters are force sensitive not Jedis. Reading posts that say if an elder has a stun baton then RUN... u have a group of elites being incapped by a stupid stun baton... stun, the dumbest idea of a damage type on the game. How bout this.....maybe a stun weapon should "stun" you and not deal massive amounts of damage...should a stun baton be the 2nd most feared weapon on the game??? NO -- poor commandos can shoot rockets at u , but get outdamaged by a stun baton.. ALL military personnel please report and turn in your M-16s for tazers...
Grouping? The game is big enough for both types of players..... but I do not want to be forced to group. It's not practical for most players. Uber loot should be attainable by solos or groupies..... i went NS hunting with my buddy the other night, we are both swordsman, what happens if we get a 2hand speed tape???? We can't split it.... couldn't imagine being forced toloot with larger groups, looting gives me the motivation to go out and fight. Put in more dungeons for groups that stress strategy and teamwork. Nerf the Elders a bit, where they are soloable (most of the time)...but have some spawns that have 2 or 3 elders. Same with krayt's and such, have solo spawns and pack spawns....
Also wanted to get my 2 cents in about AFK play..... good idea to stop most of it.... don't wanna lose my CoB macro tho..... will the cantinas be empty???? One way to stop that, make mind buffs last as long as doc buffs and make them take 2min or less and multiple people can be buffed at a time... Entertainers could start making some money and want to hang out in the cantinas, will make allthe peeps that NEED human interaction happy too. Cut down starport times PLEASE, allow docs to buff everything at once....
lots of whining, i do believe the Devs are trying to improve this game as much as they can..... probably ALOT of corporate BS holding them back though........
Krogchoi
Tue Aug 03, 2004 2:46 am
#303
It is nice to have NPCs use specials again, but make it so that their specials are limited to the kind of weapon they are using (exemple of NS using LS specials wielding no weapons or stun batons.
Bajonett
Tue Aug 03, 2004 3:15 am
#304
NPC using moves GREAT !!!!!
Drop rates ok, EXCEPT:but they are still people trying to get you ripped off, for
some parts that seem to have dropped once or twice, like the various adhesives....
DarthOren
Tue Aug 03, 2004 3:40 am
#305
Yes, Jedi Bounty TEF is really clearing properly now - cleaning to the degree that out of 4 Jedi missions I had TEF only on 1 Jedi to begin with!!! When will it be fixed???
DarthOren
Tue Aug 03, 2004 3:44 am
#306
nolan007 wrote:
JustG wrote:
Please post your feedback on:
JustG:
In regards to TEF fixes, please fix the "No Jedi TEF" bug for the Bounty Hunter missions.
Bounty Hunters do no have a TEF on their Jedi mark around 40% to 50%of the time.
A few things that might help find this bug....
When the Jedicrosses a server boundary, the Bounty Hunter may loose their Jedi TEF or gain a TEF.
When the Jedishuttles somewhere, the Jedi TEF will probably return for the Bounty Hunter.
Bounty Hunters are pleased with the droid fixes; however, this bug makes the droid fixes almost pointless.
I have TEF on the Jedi only on 25% of my missions!
Also I had no TEF even when the Jedi was on the same planet as me. It's possible he used interplanetary shuttle though, as I did.
Hirokai-VtS-
Tue Aug 03, 2004 5:39 am
#307
How about looking at corvette/DWB the droids use their specials which isnt that bad, but they agro eachother with the specials (EVEN THROUGH THE WALLS) then they end up first fighting us and then killing eachother.
You agro 2 SBD's they do some area attack and you get 5 more, they kill you and then fight amongst eachother..plain nasty and not too well thought out
You agro 2 SBD's they do some area attack and you get 5 more, they kill you and then fight amongst eachother..plain nasty and not too well thought out
Xlot
Tue Aug 03, 2004 6:23 pm
#308
With the readdition of NPC specials, weapons and force powers, the timer before deathblow needs to be revisited.
Currently, a special that incaps is guaranteed death to a high level NPC - they kill you the split second you're incapped. This makes haing a rez-ing doc in team a necessity against high level creatures.
I preferred the old system, where the NPC would then turn on your teammates to take out the immediate threats before worrying about deathblowing members of your party. It gave TK's a chance to use their Force of Will ability, and allowed healers to heal those who were incapped on their health or action pools (or in the case of CM's, mind pools).
Please revisit the deathblow timer for NPC's in light of these new changes.
Geno.
Currently, a special that incaps is guaranteed death to a high level NPC - they kill you the split second you're incapped. This makes haing a rez-ing doc in team a necessity against high level creatures.
I preferred the old system, where the NPC would then turn on your teammates to take out the immediate threats before worrying about deathblowing members of your party. It gave TK's a chance to use their Force of Will ability, and allowed healers to heal those who were incapped on their health or action pools (or in the case of CM's, mind pools).
Please revisit the deathblow timer for NPC's in light of these new changes.
Geno.
Bloodfin_Architect
Tue Aug 03, 2004 8:33 pm
#309
Great changes to the NPC system. A 100% increase in fun.
I would like to make a proposal that goes in hand with NPC's:
As the system is now configured, whoever deals out the most damage to an NPC gains loot rights.There is a huge problem with loot thieves and griefers who have mastered their professions and find great amusment, or simple laziness,in hanging outat dungons below their skill level in order to horde loot. Many players have adotped an honor system, whereas if an attack has been initiated by another player they refrain from attacking unelss asked to help. This works well excpet for the brainless group who trolls loot caves looking to cash in at everyone elses expense. As these "loot greivers" make their way through the dungons the temper and frustration among other players mount until someone finally explodes or torrent of complaints are sent to the CSR's.
The solution I suggest is to change the loot system from most damage to first engaged. This will also give ranged professions a chance at gettting loot, now almost the exclusive domain of melee or heavy weapon groups (exception for rifleman noted). This will also improve interaction among players, as those who start a battle can ask for help without feeling they will be cheated out of loot and those who chose to help the first player enaged will being doing so in a support role. In the case where the firstperson to engagegets killed or disengages, then the second player to have engaged recieves loot rights. This will stop the loot barons and increase the fun of battle.
I believe many of us are sick and tired of seeing someone with relatively weak skills hack away at a Tusken Warlord for 5 mintues and make headway only to have a rifleman sneak up an spam headshot 3 and steal the loot.
Bowdry
Wed Aug 04, 2004 10:18 am
#310
The old addage, "if it ain't broke, don't fix it" readily comes to mind when i think about all the new changes. i've been playing for close to a year now. everytime a new patch comes out i cringe, instead of working on the isues that really need the work.. eg, fighting anNPC for 30 minutes, just to have the corpse vanish as soon as it dies giving no chance for a loot, as well as NPC's being invulnerable??I fought anightsister elder for 10 minutes without it's HAMmoving then it chased me all the way to the starport from the stronghold, i was on a swoop and got DB'd after i fought it for another 5 minutes there.
I don't know if it's lazyness or that you don't care about your customers, like the ongoing speeder issue, instead of fixing the speeder purge problem.. what do you do? make it where scouts are nearly obsolete. everytime i get my character where i like him, i have to readjust him to the "new" HAMs and abilities of the NPC's i'm fighting. are you trying to make it where you have to have a jedi to fight high lvl NPC's? or are you trying to thin out your customers? or are you just on crack? i would really like to understand your logic.
Jagged-F3l
Wed Aug 04, 2004 11:22 am
#311
Dear JustG,
I love what you have done with NPCs: equipping weapons during combat, changing weapons during combat, and using specials.
This kind of change breaks the monotony of doing NPC missions. It has been so refreshing, it started me thinking. We need more change like this every once in awhile. Here are some thoughts I have regarding this notion:
1) Modify the AI driving NPCs (and creatures of higher intelligence) to learn from us. For example, if a master TKA is doing a Janta mission and a bunch of Jantas see the player kill two of their own using the same technique, such as dizzy-KD followed by spamming UA3, they should do something to counter this technique.
2) Put human beings behind NPCs (and creatures of higher intelligence). I realize that your resources are limited to execute on such a notion, so why not implement a system that would allow vetern players to get behind these mobs? Could be an interesting change.
3) Add more variables to what NPCs can do, and "role the dice" at server restart. Every day would be a bit of a surprise.
Boodley
Thu Aug 05, 2004 8:52 am
#312
We continually hear about the load on the database. It has been an issue since launch. Our inventories are limited. Our lot numbers are limited. Our characters per server are limited.
You implement these loot kits, which I thought was a great idea. But, you made the pieces so rare, it brought an instant economic reaction. So, you increase the loot drops...EXCEPT the adhesives.
So, now we have our inventories full of pieces, our vendors full of pieces, the auction forums full of pieces.
Don't get me wrong, I'm grateful for the increase. But, could you please increase the drop rates of the adhesives so they coincide with the other pieces? Adhesives are still going for 1m+. I thought these were "junk" loot kits.
By limiting the number of adhesive drops..all you're doing is bottle-necking much needed space. Not only in our inventories, but, in a system that, supposedly, is already being pushed to the limits.
Ezmir