Development Cycle Archive
Thread: Weekly Rountdable Discussion (Week Ending 1-25-04)
Having multiple faction soldiers is something that is planned.
Thanks TH, thats all I wanted to hear.
ARC_Casper wrote:
They asked us what we wanted a few months ago we said NO DE Handler class, what did they do? they say oh well forget the players we wanna program it this way so lets waste some time draw up a draft to something they already didn't want and see if they buy it.
Im not sure what you mena by DE Handler class do you mean a DH class that requires DE or a DH class or make DH part of DE? Another thing that I have issues with if it is part of the DE class or takes fewer points than CH is that fair to CHs and BEs? If DH has a DE requirement I think it should require CHs to have a BE requirement and vice versa. To me letting DEs use powerful droids is like letting a Weaponsmith use a T21. It will reduce demand for crafted droids. If you can make your own why buy one made by someone else?
hmmm so a universal droid usage tree? since SP's need to relagate like a CH's sp's for the better pets...
ok lets try this:
Mastering Novice Profession: unlocks:
Lesser Droid Control Skills:
Box 1: Droidlesser usage simple =12CL
Box 2: Droid lesser usage basic=14CL
Box 3: Droid lesser usage advanced=16CL
Box 4: Droid lesser usage Master=20CL
At mastering of an elite combat profession orNovice DE, the player unlocks a tree called:
Greater Droid Control Skills: this has the pre-requiset of mastering lesser droid control
Box 1: Greater Usage Simple=22CL
Box 2: Greater Usage Basic=24CL
Box 3: 26CL
Box 4: 30CL
and as a bonus option make this tree part of Squad leaders so they can kick some butt, with a +5CL so they can be more competitive with other combat classes...or better yet allow SL's to control 2 combat droids at one cl's not going past a total of 40...just some food for thought. to better balance the use of combat droids of high CL's make them require programming by a DE with high experimentation skills to be more effective in combat. it would be easy to tone the numbers listed above down if the devs feel that droids whouldnt go past 25...but a cl30 lvl droid is what people want to see, even if thats SL only no DH please, make the SL take there place.
Sketh wrote:
I know this isn't exactly in the main flow of the topic here - but I would like to bring the following to the dev's attention somehow -
Thunderheart announced that there would be some changes to where you can call a pet here:
http://forums.station.sony.com/swg/board/message?board.id=csystems&message.id=2024&page=2
Now, in general, I think these are great - except for one thing.
Droids are lumped in with pets.
Many people use droids for crafting.
Where do they craft? In their house.
There are stairs in many houes.
Droids don't do stairs.
End result: you won't be able to use a droid to craft in many houses, and crafting droids are the biggest selling droid out there - a lot of people would rather have an R2 unit with a crafting station, storage, etc than an arch made crafting station.
Bump this.
No uber post for DE's ok - but at least acknowledge this problem.
Waypoint names disappear from the datapad when you activate them.
Options doesn't remember the setting of the 'show detail objects' check box.
Options doesn't remember my last selected language.
Data pad doesn't remember the setting of the 'only show waypoints for current planet' button.
Bank tips to you from players far away generate a mail message that says the species, not the player name, that tipped you.
Wanderer still listed in character bio even after declaring residence.
Harvestors do not animate.
I crash to desktop a lot for no apparent reason.
Most containers in the caves are bugged. You can open them (sometimes) but you can't take anything out (Access not permitted to this container), or they're "locked" but can't be sliced.
Skill plates with more than one modification, when added to armor or clothes, only add one of the enhancements.
The 45th POI location badge doesn't work (soldier cave on Talus).
Armor should not decay on death, as it decays enough from general use (just like weapons).
New-Name wrote:
Do not create a DH profession.
Instead, add a droid Droid Handling mod tree to EVERY combat profession.
...
Can we please have a meaningful death penalty? The item decay is not a very good one. We also need to keep the death penalty the same for PvP and PvE. It is obvious that item decay does not work in PvP since you're going to remove it soon. This is just going to lead to more exploiting. Say you're about to die, just have another player kill you to avoid the PvE penalty.
Item decay was a quick fix for clothing that did not decay. It does not serve what a death penalty should be, that is, to take the player out of the game for a certain amount of time. Other games use corpse runs, SWG couldn't get that right.
What we need is a cloning sickness that prevents players from being able to zerg anything. This includes both PvE and PvP. A 5 minute downtime would be fit for both PvE and PvP. This will keep people from being able to zerg other players in the GCW and hinder them zerging a Krayt dragon or other high-level mob.
With the current setup, anyone without armor or +stat items, have no penalty. With the way armor is setup in the game, it helps in certain situations, but hinder in others. There are ways to get around the need for armor anyhow.
Thunderheart wrote:
Sorry folks but its going to be tomorrow morning. The draft is done, but JustG and Blair want to review it again before we post it.