Development Cycle Archive

Thread: Publish 8: Droids Rebuilt Feedback

kattywompus
Tue Apr 27, 2004 9:17 am
#27






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.
Magarathin
Tue Apr 27, 2004 9:24 am
#28






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?






Sadly, it can. My droid kept running off like a scared little girl. it took WAY more time to tell it to harvest and to call it back after it ran 80m away then to harvest the darn creatures myself. Also, I've tried this with 2 different droids with 2 different harvest ratings, I don't see ANY increase or benefit to using these harvestor droids.

fatgit
Tue Apr 27, 2004 9:50 am
#29

I have to give 8/10 on the new modules, as overall they are excellently implemented.

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
isycz1
Tue Apr 27, 2004 9:50 am
#30








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.




  • Welcome to spam that you now cannot ignore




    Isycz
    Master Doctor/Master Chef

    Buffs, Bivoli and Brandy. Talus -2972, 1800. 800m from Imperial Outpost.

    AzramX
    Tue Apr 27, 2004 9:54 am
    #31


    Lol.. another useless patch and a big waste of time. DE's hope you are happy, this is not what you asked for but this is what you get. And they dont even work well or at all.


    How long have you people been playing this game? Did you actually think the droids would do what they described in TH's little statements? They are a cosmetic addition and thats all.


    Did you think the devs would give you a droid that would allow you to harvest along with you? or increase your harvest amount? (Silly little rabbit)


    Did you think the devs would give you a survey droid that would tell you the ratings and locations of at least 50% locations so you wouldnt waste time on shuttles and running around? (Silly little rabbit)


    Did you think the devs would give you a droid that requires you to have out in combat and not get disabled in 2 or 3 shots? (now that they took away their AR2 non combat armor) (Silly little rabbit)


    Did you really think the devs would give you something to enhance the play experience and make it more enjoyable? (Silly little rabbit)


    Do you think the devs actually have a clue as to what they are doing? (Silly little rabbit)


    Do you really think the devs will give you an honest answer as to why they do the things they do? So that we may dispute it? (Silly little rabbit)
    Tonth_Aplaf
    Tue Apr 27, 2004 10:16 am
    #32

    Yeah, I'm a MDE on Tarquinas. The first one i tried to make was the barker droid. I put a module inside a DZ-70 droid. There is no option to create a "Bark" message, and it says "request waypoint" and i didn't even give it a waypoint. So, either i'm doing something wrong, or it doesn't work. TH, could you give us some kind of tutorial on the things, so we no what is supposed to work, what doesn't (if any), and what does work.



    thanks,


    Tonth Aplaf

    Master Droid Engineer

    Theed, Naboo,Tarquinas
    Tonth_Aplaf
    Tue Apr 27, 2004 10:28 am
    #33

    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.

    p4Samwise
    Tue Apr 27, 2004 10:32 am
    #34






    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.






    Don't the developers tell you this sort of thing, TH? Don't they document in their changelist descriptions exactly what effectseach code change is supposed to have? And doesn't this get assembled into internal documentation at the very least, even if the end-user documentation is severely lacking?


    Are you telling me that NOBODY in the office knows exactly what this change means, not the developers, not the documentation team, not the QA department, and you need the end users to test it out and tell you? Can't you find the developer who made the changes and beat the information out of him with a stick? And then maybe tattoo it on his forehead so you won't ever forget (and so HE (or she)won't ever forget againto document what the hell he's doing)?



    "Prettiest shim on Bria!" - Sev
    Certified "cool" by the Darth Vader of Bria

    Blue glowie.
    Raleran0
    Tue Apr 27, 2004 10:33 am
    #35

    A benefit for the scout module is if you have an inventory module in the droid whatever it harvests it'll put it in it's own inventory rather than yours. That'll save you space and keep all your harvest resources in one place.
    RozhlokLightningskull
    Tue Apr 27, 2004 10:43 am
    #36






    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.





    /+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++\
    | Razhlok Lightningskull: Master Bounty Hunter ~ Master Rifleman ~ Alliance Pilot -- Wanderhome Galaxy |
    | Lynsana Jantal: Teräs Käsi Master ~ Master Swordswoman ~ Privateer -- Bria Galaxy |
    \+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++/

    isycz1
    Tue Apr 27, 2004 10:47 am
    #37






    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*




    Isycz
    Master Doctor/Master Chef

    Buffs, Bivoli and Brandy. Talus -2972, 1800. 800m from Imperial Outpost.

    Tonth_Aplaf
    Tue Apr 27, 2004 10:48 am
    #38

    You mean, they actually got the barker module to work?
    WolfwoodCross
    Tue Apr 27, 2004 10:52 am
    #39

    The whole point of a Scout Harvesting Module is laziness. That's the point of droids in general, really. To do stuff for us so we don't have to.


    So why does the new droid NOT automatically wander over and harvest a kill? If I have to tell it to harvest I might as well do it myself. What's the point?

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