Development Cycle Archive

Thread: Weekly Roundtable Discussion (Week Ending 3-22-04)

P-Nice
Mon Mar 15, 2004 9:53 pm
#27

In all you infinate wisdon DEVs you would listen to me and imement a VOTING system. A simple POLL on new things that you brew up in your minds would help so that things you work so hard on would NOT NEED TO BE REVERTED. Just simplyput EVERYTHING you come up with on a POLL!!!!!!!


This POLL system could also be used to determin what WE would like you guys to work on!!!!


For example:


------------------------------------------------------------------------------------------------
Whats more inportant to you the SWG players:


1: Rebel troopers at FP base targetable to overt rebel players during IMP raids
2: Weak droids having weak wepons
3: Experimentaion on clothes STILL not working (problem sence day 1)


I could probable write this list until the cows come how BUT you get the picure!


Please vote on these from the most important to lease important.
------------------------------------------------------------------------------------------------


FOR THE LOVE OF GOD AND THIS GAME IMPLAMENT A FREAKIN POLL SYSTEM!!!!!!!!!!!!!!!!


P-Nice
Mon Mar 15, 2004 9:56 pm
#28

Oh and I forgot to mention - AND LISTEN TO THE POLL!



lol


MilkmanGB
Mon Mar 15, 2004 10:49 pm
#29

Right now, balance is way off.

I'm a master doc, and 0030 brawler. With $10k of Ubese (jacket and pants only), a $5k curved sword and a set of C-level buffs, I can solo the small Imp encampment near town and take out 3 red-con storm troopers with the massively complex tactic of "target next, hit Follow, spam melee2handedhit until dead".

That's just wrong.




Uce Ockyda - making stuff - Valcyn / Talus / Draicco - For the best results - Use Uce!
Stims, Buff Packs, Wound Packs, Powerups, Tools and stuff, individually or by the crate
Now with a large range of Resources - specialising in Medical Crafting requirements
Situated in the player city Draicco, Talus: 2890 1320, next to the shuttleport
Shian_Tavkin
Mon Mar 15, 2004 11:13 pm
#30






MilkmanGB wrote:
Right now, balance is way off.

I'm a master doc, and 0030 brawler. With $10k of Ubese (jacket and pants only), a $5k curved sword and a set of C-level buffs, I can solo the small Imp encampment near town and take out 3 red-con storm troopers with the massively complex tactic of "target next, hit Follow, spam melee2handedhit until dead".

That's just wrong.






So much is, but nobody is listening anymore





Shian -- Master Droid Engineer/ Master Artisan
Geevo
Tue Mar 16, 2004 2:41 am
#31






Kane_Firestalker wrote:

Could we get some kind of a response on the AFK-Looters in the Borgle Bat Cave on Rori? I see the same people there every day running an outside program to loot the debris piles while they aren't even in game. Aren't using outside macro programs like this against the EULA?






How about AFK looters EVERYWHERE ... you don't have to be using an outside program, but I think it is just bad form that should be addressed. Make it so things do not respawn while the looters are there ... something ... anything ...



Col. Weiss, Knight of the Old Republic
Ace Pilot of the starship Errant Venture

Light Jedi Elder
Col. Geevo Deem, The most elder Smuggler on Intrepid
Founding Mayor: Veteran's Retreat on Lok
Geevo
Tue Mar 16, 2004 2:46 am
#32

Can we get it so the language we log off speaking ... is the same language we speak when we log back on? I always get reverted back to Basic.



Col. Weiss, Knight of the Old Republic
Ace Pilot of the starship Errant Venture

Light Jedi Elder
Col. Geevo Deem, The most elder Smuggler on Intrepid
Founding Mayor: Veteran's Retreat on Lok
haun
Tue Mar 16, 2004 3:50 am
#33

tuskens are still spawning in walls..........six months later.







--------------------------------------------------------------------------
"Everything seems calm here..."
fatgit
Tue Mar 16, 2004 4:30 am
#34

Thunderheart

Can we please get something done about shuttle wait times ?
I don't know about elsewhere, but on Chimaera, all of a sudden, shuttles are out of sync - it used to be the case where all starports had shuttles arrive at the same time, so you could actually do a 3 planet hop in one go, with only one wait.
Now, as an example :
I live on Dantooine. I'm off to pull up a harvester on Yavin 4. I get to our shuttle port - 9 mins wait. Shuttle arrives, I load into the Mining Outpost, theres a 9min wait for the shuttle.
I wait, get the shuttle to Corellia, no shuttle - guess what - 9min wait.

25min purely standing there :/

I've seen a comment that it it "community building", I'm afraid I can't agree there. 25min of seeing "TRAINING blah 4444" "I NEED AXP! WILL PAY!" "VISIT 1337MALL AT -1234 1233 CORELLIA ....." is not community building :/

I think that almost everyone that plays is fed up of 30mins hanging about. It kills player events and PA events, it annoys people etc. I now have a countdown timer running, and I'll have UT2004 or something running aswell, and I'll play that for 9mins, shuttle, swap back, countdown, swap, shuttle etc.

To get around this, you could modify the shuttle system somewhat.

1. To alleviate the annoyance of porting into a shuttleport, running for a ticket, running to the collector to see the shuttle take off, allow people to book an entire trip from the point of origin - it's how it works in real life
You go to your local shuttle/star port, select a destination, and it gives you all the tickets you need. This may need a UI change to allow users to select which ports to go via.

2. Allow "express" tickets - these allow for no waiting at the shuttle/spaceport for an increased fee
or
"Star Taxi's". These charge quite a bit more than normal tickets (several times the cost) but either allow instant travel to the planet of your choice.

3. Increase the frequency of shuttles, and have shuttles on the ground for longer.
Wavinglighter
Tue Mar 16, 2004 5:29 am
#35






fatgit wrote:
Thunderheart

Can we please get something done about shuttle wait times ?
I don't know about elsewhere, but on Chimaera, all of a sudden, shuttles are out of sync - it used to be the case where all starports had shuttles arrive at the same time, so you could actually do a 3 planet hop in one go, with only one wait.
Now, as an example :
I live on Dantooine. I'm off to pull up a harvester on Yavin 4. I get to our shuttle port - 9 mins wait. Shuttle arrives, I load into the Mining Outpost, theres a 9min wait for the shuttle.
I wait, get the shuttle to Corellia, no shuttle - guess what - 9min wait.

25min purely standing there :/

I've seen a comment that it it "community building", I'm afraid I can't agree there. 25min of seeing "TRAINING blah 4444" "I NEED AXP! WILL PAY!" "VISIT 1337MALL AT -1234 1233 CORELLIA ....." is not community building :/

I think that almost everyone that plays is fed up of 30mins hanging about. It kills player events and PA events, it annoys people etc. I now have a countdown timer running, and I'll have UT2004 or something running aswell, and I'll play that for 9mins, shuttle, swap back, countdown, swap, shuttle etc.

To get around this, you could modify the shuttle system somewhat.

1. To alleviate the annoyance of porting into a shuttleport, running for a ticket, running to the collector to see the shuttle take off, allow people to book an entire trip from the point of origin - it's how it works in real life
You go to your local shuttle/star port, select a destination, and it gives you all the tickets you need. This may need a UI change to allow users to select which ports to go via.

2. Allow "express" tickets - these allow for no waiting at the shuttle/spaceport for an increased fee
or
"Star Taxi's". These charge quite a bit more than normal tickets (several times the cost) but either allow instant travel to the planet of your choice.

3. Increase the frequency of shuttles, and have shuttles on the ground for longer.



I don't really mind waiting for shuttles, but your "express" tickets idea was a good one.
darmokVtS
Tue Mar 16, 2004 5:34 am
#36

Economy:

The 'poor shape' that the devs themselves attested to it needs to be addressed. Not by crafting nerfs, as the quality is NOT the reason for the economy's poor shape (it might be for other imbalances but not for this). The problem lies somewhere else.

On older servers like for example eclipse we currently see a massive inflation on certain ressource prices (200 cpu for avian meat as a new 'marker' for the crazyness). The prices for the final products are not yet adapted as most crafters do not use those ressources yet but everyone should be able to see that those high ressource costs will sooner or later lead to a rise there too.

But even at this prices a lot of 'advanced combat' players can make more profit with quick grouping on dathomir to pull of highlevel missions for quite big payoffs ending that STILL people like that reject such offers as they make more money using the cashprinting machines which pushes even more credits into an already inflated system.

The amount of 'dedicated' hunters as in persons picking an appropriate profession that SHOULD be the 'ultimate creaturehunter' also is too low as this profession might be a lot but not 'the ultimate creature hunter' which leads to a too low supply for the markets needs which is also a part of the reason of such prices.

With the upcoming combat rebalance which is supposed to make the game more challenging this gets even worse as 'creature takes longer to kill' directly ends up in 'less harvest/time' which again will reduce the already way too low supply and as such AGAIN will insert a new factor for even worse priceraces.

Solution:

a) Nerf missionterminals, nerf them hard. even the ~10k payoffs for misssions a player can pull off a terminal on an adventure planet are way too much. Missionterminals should be a way for new players to get 'starting cash', the highlevel missions pulled from them when grouped are even worse. When you can make more cash from running missions than from doing something useful, there has to be something seriously wrong.

b) We need 'ranger love'. A short term fix to the 'supplyproblem' getting even worse with the combatrebalance, increase harvest for rangers MASSIVELY. The 30% bonus for a master ranger above a master scout that we right now have is not enough. A long term fix: make the profession that should be the ultimate creature hunter finally what it is 'labeled' as. I can be a better (more efficient) creature hunter with investing the skillpoints eaten by scout/ranger (140 sp...) into combatprofessions, the 'ultimate creaturehunter' naming of the ranger has nothing to do with the reality in swg today. This would lead quite obviously to more people picking up rangering (if it is done right, examples are 'specials' directed at creatures only with higher damage than the specials from the appropriate combatprofession or a general BIG damagebonus to creatures), leading to more harvesters and as such fixing the supply/demand problem




Kope Sanisa, Medic / Imperial Pilot Ace
McGyver, Smuggler / Imperial Pilot Ace
Allanar Jansan, Commando / Freelance Pilot
haun
Tue Mar 16, 2004 6:24 am
#37


Bounty hunters are in a sad state.

They should be feared in the galaxy, but since this is a game their are dynamics and systems that govern combat. These systems seem to have left out the BHs somewhere along the line


Due to the fact that they have no defense (and some would argue medicore offense due to pistol nerfs and the inconsistance of carbine quality) it doesn't take much to A) hit them or B) apply a status and decrease their ability to strike.


Some argue a good BH can still win - and with the right tactics a BH does have enough striking power to win from time to time.....but the field is not level - mainly because they don't have any points to spend after they hit BH for better defense like most elites. (most elites have enough left over to master another elite and add some medic)


They can't pick up brawler without wasting a good 15 points - which is where most of the defense is.

and by the time they get to a novice elite brawler their points are gone.

Hell, they barely have points for medic.


Bounty Hunters should be tough and deadly - when you think of one you think of a real Basta12d butin this game they suck.


so here is my idea:



MASTER MARKSMAN

+20 Ranged defense

+15 to AIM ability

increase to aim power


This just makes sense!A master marksman would be hard to hit and trained in all weaponsplus know a thing or two onhow to avoid death. this would also help equalize master brawlers and master marksmen. - also there isn't a worry that riflemen and pistoleers would be over powered with extra defense since there is now a hardcap. (to cut down on dabbling some of the better defense could be moved up - in a sense lower mods at lower levels with the same amount at master)


And this would help carbineers who have no defense as well.


MASTER SCOUT

+20 Melee defense

+Melee mitigation 1

+10 defense vs Stun/dizzy/knockdown


This would help BH's a lot because i know scout feels like the biggest waste of points- (and CH's who might want to do a little PVP!!!) a little mitigation (like smugglers) would help against brawler attacks and make them a bit harder to hit.

Think about it - a master scout is a tough cookiee! He has had many many battles against creatures and knows how to stay alive in melee fights since all creatures are basically melee fighters.

This would also be attractive to CH's and Rangers would could use a little extra power in PVE and PVP.


Again - there is a cap on defense so i don't see how this would overpower anybody.





Now there should also be some extra ranged and melee defense in the carbine/pistoleer specaltrees.

if you read the discription of master pistol specialization and master carbine specialization it says that these players are deadly and not somebody you wanna mess with. - this isn't true of course :d


((description of these skill boxes))

Bounty carbine specialization 4 brings the BH to an extreme lethal grasp of advanced carbine techniques. They will be able to demolish lesser opponents with impunity.

Bounty pistol specialization 4 brings the BH to dealy undesrstanding of pistol weaknesses and strengths. A BH with this level of pistol training should never be provoked, unless one favors and early retirement.



ok how about:


5 ranged in investigation master (when chasing targets sometimes they shoot back - specially dangerous ones - so a master investigator would be better at dodging ranged attacks)

10 melee defense in pistol special (pistoleers are suppose to be down and dirty up front fighters - this is where the melee defense comes in)

3ranged in carbine special ( carbines are a mid level striking profession so the master carbine bh would be better at dodging

2rangedin heavy weapons ( same as above just a bit less since heavy weapons are hard to move with.)


Master box:

+5 ranged 5+ melee

+20 to defense vs dizzy

+20 to defense vs stun

+25 to defense vsintimidate

+10 to aim

+20 to KD


35ranged

35melee


The master BH is really good at taking hard hits and staying focused.


Tthis combined with their speed and specials (and maybe a reworked heavy weapons line with better weapons and a bit more defense - maybe another +5) would - i think - put them on a level playing field with other elites.




--------------------------------------------------------------------------
"Everything seems calm here..."
AlaManQ5
Tue Mar 16, 2004 6:43 am
#38

What about Treasure Ship Row in Coronet City, Corellia? This was in the books, was it not?

Treasure Ship Row is a large,, open air market/bazaar where merchants of all shapes and sizes hawk their wares to passersby. It had vendors, booths, tables,, and some items sitting out for show. This should be in-game too.


Create a large market area in Coronet, with space for artisans/merchants to sell and afk shout to there hearts content.

And, as per the loading screen depiction of Keren as Naboo's trading and mercantile city, put a large open market here too.


I mean, come on, you can't possibly tell me that the Coronet Spaceport is that market, can you?


It's all about continuity baby!!!




\\\ Sethrak Felbovv ///
\\\ Master Carbineer - Rifleman - Master Bounty Hunter ///
\\\ Corbantis Mercenary and Freelance Pilot ///

Gronkk
Tue Mar 16, 2004 6:49 am
#39

Can you tell us whether the 'hermit quests' on tattooine are still in the game? These are the ones where you get the badges for intellect, altruism, etc that would spawn randomly on tattooine. I still go back every once in awhile and search but if they are no longer in the game, I'd appreciate knowing that I dont have to waste my time anymore.


Thanks.


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