Development Cycle Archive

Thread: In Development: The Village of Aurilia

Parody
Sat Jul 17, 2004 8:10 pm
#339

I like them both! I just hope they're implemented well. (My concerns have been posted already by many.




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Almagill
Sat Jul 17, 2004 9:09 pm
#340

Yes and yes.



...waiting and watching



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GraySeven
Sat Jul 17, 2004 9:35 pm
#341

yes, yes, yes and more like it



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Maxpax
Sat Jul 17, 2004 11:33 pm
#342

BLA BLA BLA





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TH


12/8/03


There is content in the works, GCW stuff, the combat revamp...


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TH 12/23/03


I know a bunch of this is in development, but it really is . The combat system is being rebalanced and going forward, its important to get your critical issues to klawlegna so we can act on it. The big bottleneck is communication and after the holidays, a lot of this will be ironed out and smoother.


Instead of "fixing this" and "tweaking" that and ending up with a wobbly 4 legged table because so many number are over-tweaked, we are just revamping the system, but that takes longer.


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TH 12/23/03
The short answer is that these items will be taken care of in the weapons balance. Specials, weapon stratification and the like will all be accounted for
(what ever happened to the weapons balance????)


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TH 12/23/03
I could, but everything is getting revamped. Id be more interested in hearing what you folks have to say on how you WANT it to stack since we are doing the combat balance.


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TH 12/23/03
If its big, its coming in the revamp and the Combat Balance


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TH 1/16/04 (does this one sound familar)
We are going to be revamping PvP, but in the meantime, we have to make some killer fixes to keep what is in live now, fun.


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TH 1/23/04
The combat balance is near and dear to my heart as are all player issues. I just have to juggle time, manpower and scheduling as well. What I do is I keep track of all the issues, label them and sort them. That way when I go to Blair, JustG and Runesabre and say "players need this fixed", its based on how many players are being effected.


The combat balance alone is the single largest player issue. It encompases about 34% of the Correspondent issues and much of the pain combat players are having. Pikemen, carbineers, commando heavy weapons, the cost of specials, HAM costs, all of that will be better when the combat balance is done.


The thing to remember is that because the combat balance touches so many other systems in the game, its going to take a while. The team thats working on this is working very hard and thats the best I can offer.


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TH 2/6/04 (holy cow...the combat revamp is mentioned INFRONT of the jedi revamp)
2. For PvP and Base battle folks, your time is coming. Once we get past the Combat Balance and the Jedi Revamp, the PvP balance is scheduled. Its a multi-publish update (roughly planned atm) where will consider battlefield possibilities, PvP upgrades and so on.


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TH 1/28/04
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.


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TH 1/19/04 (HAM revamp...assuming this is combat revamp)
The HAM revamp will address all of that. It will repair everyone's specials, it will solve the slow downs in combat and many other things. The challenge is that its a core game system and its going to take a bit because people from many different teams have to be involved.


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TH 2/12/04 (ouch...when I first read this...I thought it might come back to haunt him)
One message that is load and clear is that the combat balance is very important and we all know it is. So that means we have to get the combat balance done and in and polished.


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TH 2/13/04
For the most part, the combat balance is just coding atm


and this


There is much more to the combat balance. The biggest change you will see is in the way the HAM works. It will have more of a regen effect rather than a "diminishing returns" kind of effect. On top of this, defense stacking, specials and all of the combat "components" will be tweaked for more fun and challenging play


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TH 1/21/04
No, the development for the combat balance is being done all along. The develpment time for things like this is longer than most players realize. The "In Concept" cycle for combat roles per se is so that if players have any really great ideas pertaining what defines a profession's combat role, it can be added.


Once the basic design is done and the combat balance moves to the In-Dev phase, things can be tweaked a bit, but no major additions can be included. I thought it was important to get players ideas on combat roles and the dev team agreed.


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TH 2/13/04
I pushed very hard for the combat balance and the team agreed so basically they did the crackdown stuff and then did as much of the Combat Balance as possible. The combat balance items that were selected because they effected creatures so much. The first part of the combat balance was balancing the creature table


AND


I'll be preparing some Combat Balance stuff for next week that will help everyone get on the same page for going forward


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TH 3/3/04
This is something Im checking to see if we can address in the weapon balance part of the larger combat balance, but I don't know what the answer might be. And in any event, concentrating on these minor things before the weapon balance isn't productive. We'll want to look at things when the combat balance is on TC


AND


Actually the game will be easier at the high end because the "invulnerable" templates will be fixed and all professions will be on a level playing field, but in any event, this is something we need to focus on after the HAM revamp goes to TC in Pub 8 and after the Combat Balance goes into effect (tentatively Pub 9 and holding...)


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TH 4/12/04 (time for another meeting???)
We did have a meeting today and I fought hard to get the combat balance put back on the plate. By my reckoning, it represents about 35-40% of the player issues. Would you say thats a wrong direction? I'm always open to ideas that speak to the most players at any given time.


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TH 3/2/04
As far as combat template stacking, this is all part of the combat balance. I mentioned early on that we'd be going through a painful period and this is it. Once the HAM revamp hits the system (keep your fingers cross, it should be in Publish 8) all of these changes will make more sense. It will change the way combat plays and the majority of the discussion points regarding combat will change. Many players are still seeing the way the system was or is, and not as it will be.


The core interaction of combat pools will still work the same, but the way it feels in combat will be different. Once it goes to TC, Im hoping to see all the combat experts get online and play it out so we can tweak it - - it will be a critical period. I know Im anxious to see it


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TH 4/13/04



Atteke wrote:


Thunderheart could you guys put the combat balance on Test Centre in it's current condition like you did with the new HAM system in January? just so we can take a look at it.


-Thanks



Not really. Not for now anyway. You see, if we put it on Test Center, we'd have to push it out in Publish 9 with the the way the process works. Once a clump of code is integrated, "its in there". Thats where the sanbox that we've been talking about comes into play. This sandbox would be like a second Test Center, but configured in a way where it would be insulated from the live code and we would be able to push different versions out much easier without interfering with current process.


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TH 4/19/04
Originally, the Combat Balance was delayed and I worked with the correspondents to get a list of "must haves" from the various profession communities. Since that time, I've have stressed the importance of the combat balance with the team and we are getting it back into the mix, though as you might guess, the schedule is pretty full. Because of logistics, its going to take a couple weeks of information gathering on the technical side before we have a plan to move forward on. We will see the CB soon though.


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TH 4/19/04


We're in the planning stages now. I want to help set expectations as best I can. At this early stage, I would make the following comments:


- The biggest change in the CB that will be a "sensation", and by that I mean something that players will


change them after the CB gets published.


5/04


29/04
What will change is the mechanical balance - - especially with the HAM revamp portion of the CB


We can also further tweak the Smuggler’s combat role in the combat balance


The combat balance will bring elements of both to a Swordsman’s specials with the lions share of focus on re-tweaking the current specials to be more effective


These are two very important melee considerations for the combat balance


1 Answer to rule them all…


In closing, one thing that is very important to keep in mind is realistic expectations.The reality is that there are a huge number of player questions and answers that hang on the combat balance.What I don’t want to see happen is that because many questions revolve around a tight group of answers that the scope of the work gets expectations set so high that they are impossible to meet.We all have high hopes for the combat balance and the certainty that the Combat Balance is very, very important.We are putting a strong focus on special training and hardware to give the effort a leg up and will make this as cool as possible, but I wouldn’t look on it as a magic bullet, but more as an exciting change in direction.


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TH 4/22/04 (OUCH OUCH)


Why is it going to take more than a year post-launch to make this happen?


It's not. We've been talking about things internally a lot. I've stressed the importance of these changes and everyone agrees. We've been going over the implementation details for a couple of weeks now so that we can get this back on track. JustG will be going into more detail in his next State of the Game letter which will be coming out in the next couple of days.


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TH 6/3/04


This is definitely a topic we can discuss further in our upcoming Combat Balance focus threads.


...and this is another great example of something the correspondents and I will want community input on during the testing while the CB sandbox is up.


This is an early answer and is subject to change, but one of our goals for Commandos in the Combat Balance is to change the way Heavy Weapon modifiers work


...but we wont know until the Combat Balance sandbox is live).


When the Combat Balance begins (which will be soon), the correspondents and some players will be brought on to a special Combat Balance server


Lightsabers have been balanced against the system after the combat balance


The most important component to this is to keep giving good, solid feedback to your correspondent so I can bring these opinions to the development team while the CB sandbox is live.


You can look forward to sweeping changes in terms of functionality, speed, etc.But again, I stress, we talk about this topic a great deal in a conceptual form.The rubber is going to meet the road when we bring the correspondents and other players onto the Combat Balance Sandbox server


Again, absolutely.These changes are the types of things we want to address in the Combat Balance


Squad Leader


What is the SL revamp timeframe?. It's still going take place after the combat rebalance, correct?


Its going to be released in the same publish


To answer your question though, this is something we can, and will, talk about during the Combat balance


Yes, Black Sun Razor Knucklers will be back in the game after the combat balance


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TH 6/14/04



Waste93 wrote:


How about some info on the combat revamp. There are lots of rumors floating around on this one. And since the answer to just about every question the combat professions ask is "wait for the rebalance" it would be helpful.



Once we get through the Jedi Revamp, I'll be posting lots of thread. We'll have a lot of focus threads and the like and after P9, I'll start making the weekly roundtable have a CB focus to cover specific issues.


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TH 6/10/04
Weaponsmith
Are stun weapons going to see a major rebalance within the future?


Yes. Stun weapons (particularly stun batons) were never intended to be "the weapon" that everyone wants because it is the most effective. SWG’s weapons were always supposed to have a variety of useful and efficient weapons available, but here again, with all the tweaks and changes over the last 8+ months have caused a series of imbalances. This is definitely something that will be looked at during the combat balance.


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96)?96:this.scrollHeight)"


TH 7/15/04: I will be immediately working with the correspondents and the community to develop a list of pre-combat balance fixes
Gary Gattis's State of the Game Letter (around pub 8!): We are cranking on the Combat Balance, and we think development on it will span 2 more publishes.
So...which is it? Were we lied too? mislead? or ???




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yohmama
Sat Jul 17, 2004 11:34 pm
#343

This is a wonderful idea? this just seems fun, you know? I cant wait
TroyBPerk
Sat Jul 17, 2004 11:52 pm
#344

Yes to the village

Yes to the quest journal



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nethandyil
Sun Jul 18, 2004 12:31 am
#345

This is a much better way I THink and that all proffesion are capable of obtaining the FS is very good indeed, Keep it up guys make more quests and content.
p4Samwise
Sun Jul 18, 2004 12:34 am
#346

You know, if the quests are still "whack a foozle", it doesn't matter much that they're in a village (oo aahh). You can't compensate for bad gameplay in your missionsby making a larger mission terminal.



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The_Bishman
Sun Jul 18, 2004 4:06 am
#347

I have some wories about this plan...


1) If these quests are as badly thought out as the jedi knight trials, ie kill X of Y, then this will suck.

2) Camping. If people decide to mob the village on each server, it will disrupt normal gameplay like the holocrons did, people will be always questing to be bothered doing anything else.
The lag would be stupid.

3) Instancing this and personalising it to each person would be a great idea, maybe using the holocrons as a guide to reach the village.

4) The quests should take long, but always doing quests is boring and can ruin gameplay.
At the start of the quest system it would be (as long as it isn't like the knight trials AT ALL!!!) "wow, this is fun, nice quest"...to..."damm when will this be over!?".

5) You have mentioned that anyone no matter of proffesion can attempt the quests, for example artisans with no combat skills. Would this be like the artisan mission terminals missions? because if so, to save server lag transfer the artisan jedi missions to the artisan mission terminals to make it easier.

This could be a good design plan as long as dev-player comunication is used to the full, there are many grey areas in publish 9 that ruined it which could have been sorted out pre-release of it.



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RocketM
Sun Jul 18, 2004 4:36 am
#348

This village sounds like the devs biting off more than they can chew yet again. Just how long would it take to actually develop this village if its only just now a bare concept? Are players going to want to wait 2, 4,6 moremonths for you to finish this granddesign before they can again unlock the jedi slot? I know I dont want to. I think its criminal that the force-slot unlocking method was disabled before a new system was put in place.
Eraint
Sun Jul 18, 2004 5:24 am
#349

Cool, FS crafting skills would certainly help. No way am I going to be a jedi, but it will be nice to unlock a second character on my server.



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Nezodon
Sun Jul 18, 2004 5:31 am
#350

All the other professions in the game look foreward with great excitement to become secondary characters in the swg universe always fun.


This idea of a quest journal looks like a really good idea it is a shame the other professions arnt worthy to warrent this degree attention to detail, as a bounty hunter myself I lower my head in shame and apologise for being unable to control the jedi population.


Ok in all seriousness I dont care less about giving loads of really good content for a prof which is suppose to be really rare, just why does everyone else have to wait for our combat balace and any decent content for us.


2 patches back to back for jedi or wannabe jedis and then postponing the GCW patch till after JTL, it hard not to think all the devs want are jedi. The little bits and pieces that the devs do for the other profs feel like the scraps you throw out for the dogs, with bounty hunters cool with the droid fix we can now hunt jedi, though now to stand a chance we need to change our way of fighting to be tka in order to stand a chance because using ranged weapons we cant hit and of course with the delay in changing weapons we can forget about using tactics.


I think i may have got seriously off point though the only way any other prof can get listened to is to post in a jedi thread.



Jorrai Takkori
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mesome
Sun Jul 18, 2004 6:46 am
#351

If this village thing goes in PLEASE make it instanced, there would be nothing dumber than a "quiet village"with about 200 people running around from npc to npc.



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