Development Cycle Archive
Thread: Publish 8: Droids Rebuilt Feedback
SiliconSmiley wrote:
Great job with these new droids. I can't wait to get my hands on a droid with survey and harvest. I'll report as soon as I do.
Dr. Ewrrl
Don't be to excited to try them out. I already have and have been extremely disappointed. The survey droid takes over 45 minutes to report back and only responds with the type of resource. It is a use and forget item, like a BH seeker droid, but requires a survey device that will be used up also. The harvest droid can only be used by someone who already has novice scout. It would not allow me to harvest the same creature as the droid. The droid is slower than I am, so what is the point.
RandoD wrote:
Scout Droid Questions:
If in combat, and my droid is running around harvesting, is it in danger of being aggo'd and disabled?
The only issues I have are :
Structure Maint Module - the ability to add power would improve the useability of this module massively
Harvester Module - as players move about, droids have problems keeping up, I'd suggest a "booster" module that allows a droid to keep up with someone on a bike, or at the very least, allow them to keep up with a player running about up & down hills.
I would also like to see the ability to use 2 general clusters in a droid, as it is now, astromechs cannot take a general cluster even though they would be perfect to take the new modules.
The new modules are pretty limited on the type of droid they go in & be useful.
The functionality of the new droids is excellent. I was particularly impressed with the Effect modules for entertainers. Never before have I wanted particle effects on full, but these simply rock
I have only just become a Master DE, so I'm still learning. I played DE all through Beta, but decided to go to Chef on launch.
Our PA DE dropped the profession in protest of the initial droid revamp, and I volunteered to take over, and until today, I was very very disappointed with DE.
Todays patch has reviced my faith somewhat
Welcome to spam that you now cannot ignore
Thunderheart wrote:
Added Merchant Barker Module to the DE skill tree: This module allows for the owner to input a short message that is continuously transmitted to nearby players as they walk by. It also allows him or her to place a waypoint in the droid that is given to any player that requests it via the radial menu on the droid.
Also, pulling out my barker droid means i can't use any other droid. I think that defeats the purpose of the droid. I thought the barker droids are kind of like stationary advertisements in the city. If I have to keep pulling up that droid, so that I can do other things with differen't droids, then there really isn't a point to the Barker module.
Maybe if the barker droid was only one set droid, that looked different and if characters were given a certain amount of lots for the barker droids only, then maybe we could use the rest of our droids (one at a time) while those droids are advertising for us. Just an idea. For exampe, if we were allowed to have only 3 barker droids, and you could place those three droids anywhere, and that is all of the barker droids you could have. And lets say barker droids were a simple schematic and they all look like one type of droid. This way, if the barker droids were made specifically for thier perpose, people could not exploit them, by placing other mods in them.Then you could only place 3 of them, and still use your regular droids. But, even though you can only have 3 different barker mods you can place all three anywhere you want, and on any planet, without penalty to the character's use of other droids at the same time.
If you think about it, the barker droid isn't really under your control. It takes no skill to just set the droid out there and let it alone. It is more like an extractor really.
This way, if I wanted to go fight with my combat droid I can, and also use my barker droids at the same time.
I don't know if that made sense.
Thunderheart wrote:
hasibert wrote:
Thunderheart wrote:
Increased the effectiveness of combat droids so that they are more effective.
Is this only for new droids or also for droids which allready exist?
I dont know yet. Thats a specific point of feedback Im looking for.
Robbed wrote:
To elaborate, the simple act of having it go harvest is pointless. We are not playing vs. Super inteligent AI running across the planet weaving in and our of trees, using ranged/melee to their advantage. I mean, they follow you even though you are creaming them with 2-4k hits. Mobs dont cause any danger to me, I frequently walk around under attack just to assemble near all the corpses ready to harvest. Takes me about 2 extra seconds and saves me the hassel of having to wait 15 seconds for my droid to come out, since it can't follow my bike.
To elaborate on the new harvest modules: They can do it faster than you can do it (ie they can harvest while you're in combat taking the amount of time you harvest from 2 seconds to 0 seconds) and they can do it better than you can do it (ie, you harvest 100 units of meat they will harvest 120 units of meat).
So besides making it faster, easier and yeilding more resources; you're right its absolutely worthless.
Tonth_Aplaf wrote:
Also, pulling out my barker droid means i can't use any other droid. I think that defeats the purpose of the droid. I thought the barker droids are kind of like stationary advertisements in the city. If I have to keep pulling up that droid, so that I can do other things with differen't droids, then there really isn't a point to the Barker module.
Maybe if the barker droid was only one set droid, that looked different and if characters were given a certain amount of lots for the barker droids only, then maybe we could use the rest of our droids (one at a time) while those droids are advertising for us. Just an idea. For exampe, if we were allowed to have only 3 barker droids, and you could place those three droids anywhere, and that is all of the barker droids you could have. And lets say barker droids were a simple schematic and they all look like one type of droid. This way, if the barker droids were made specifically for thier perpose, people could not exploit them, by placing other mods in them.Then you could only place 3 of them, and still use your regular droids. But, even though you can only have 3 different barker mods you can place all three anywhere you want, and on any planet, without penalty to the character's use of other droids at the same time.
If you think about it, the barker droid isn't really under your control. It takes no skill to just set the droid out there and let it alone. It is more like an extractor really.
This way, if I wanted to go fight with my combat droid I can, and also use my barker droids at the same time.
I don't know if that made sense.
Anything that restricts the use of barker droids is good imo. I welcome advertising but spamming starports is now not only extremely annoying but practically ineffective for sellers. Ad spam flys up your screen so fast you hardly get a chance to see it fly past nevermind read it. Droids simply make the problem worse and it would appear they cannot be ignored.
I have resorted to hiding spatial completely now in high traffic areas. The patch has only been live a few hours and already there are 6 barkers in coronet spamming every few seconds. And the devs never foresaw this? *shakes head in dismay*