Development Cycle Archive

Thread: Minefield Feedback

TakO_Paleae
Wed Jun 02, 2004 7:38 pm
#27

also does your trapping skill aid in dissarming minefields? I've been to master ranger and dissarmed my fair share of mines all of which blew up in my face



EDGEEDGEEDGEEDGEEDGEEDGEE   -Tak'o Paleae - Executive Officer of EDGE
DGEEDGEEDGEEDGEEDGEEDGEED -Citizen of Edge Noir
GEEDGEEDGEEDGEEDGEEDGEEDG -Former home of the Rori Rumble
EEDGEEDGEEDGEEDGEEDGEEDGE How to mod music in SWG
EDGEEDGEEDGEEDGEEDGEEDGEE
DGEEDGEEDGEEDGEEDGEEDGEED
GEEDGEEDGEEDGEEDGEEDGEEDG

P.S. - this is what part of the alphabet would look like if Q and R were eliminated.
jabbathenutt
Wed Jun 02, 2004 8:00 pm
#28

FIX THE DAM TURRET SPAM FIRST!

So the solution to bases being uber enough with turret exploiting is to add even more uber minefields? Great idea devs! Really put your mind to it there.



Nid Banikeri
~ ah toe meet toe pee-chee keene~
Yub nub, eee chop yub nub
~ ah toe meet toe pee-chee keene~

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TGB_Bane
Wed Jun 02, 2004 9:09 pm
#29

so nowmy porch can be walked upon with no remorse...

not like this i do... err dont





TUTUTUTUTUTUTUT
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TUTUTUTUTUTUTUT
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TUTUTUTUTUTUTUT
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TUTUTUTUTUTUT


JimTanis
Thu Jun 03, 2004 12:09 am
#30

I think these changes may have addressed two areas I was directly involved in a few months back. First, mines in the past could be used as a relatively cost free offensive weapon. Many grief tactics were available with minefields with minimal penalty to the griefer. Second, many in the GCW conflict felt mines were not useful and changes to make them not usable as a grief weapon would make them even more useless. I believe these changes are trying to make minefields more useful and encourage their use in the GCW while limiting their use as a griefing mechanism.


Cityban is an entirely different questions . I'm happy to see some progress towards fixing the minefield dynamics.


JimmTanis
3D4D
Thu Jun 03, 2004 12:09 am
#31


Nice job, If you keep this up perhaps we can re-introduce city warn. The main problem with city warn was that people would clone in the town that they were warned in. Now they can't do this and even if they could, they would get blown up when they try to leave the city, because mines are now for faction bases only. City warn just needs a little tweeking to give the warned person enough time to leave.


Great Job TH




/meditate

Bria- Master Medic / Master Brawler / TKM ~(Hero of Tatooine)~

Scylla- Carbineer / TK ~(Hero of Tatooine)~

Tempest- Master Doctor / TKM
Specman
Thu Jun 03, 2004 12:23 am
#32


Extremly displeased, I use the minefields to keep the "riff-raff"out of my city. i logged in this morning and my perfectly placed minefield array of over 150 looked like swiss cheese. I personally purchased all these and placed 10 just a week ago. Leave them be, give them more damage. ((((((




~Specman - 12 pt. Master Weaponsmith
Imperial Colonel
Mayor of Ice Bay
Leader of v V v
since 7-21-03
jedi since 11-15-03
Ethen_Roe
Thu Jun 03, 2004 12:30 am
#33

Some rebels asked if i and a m8 could test them they placed some mindfields so we tested them round some faction bases.
Did bugger all.
More noticable notches in health, thats about it. Walked all over them, got rid of them, and that was that.

Shame now weponsmiths cant make any weapons any more.
Stormkraken
Thu Jun 03, 2004 12:49 am
#34

Mine fields were used as grief tools.


People on Dantoonie and Naboo (usually imps) would wall off their shuttle port with large Naboo houses, and leave one opening in the wallfor people to walk/drive through. And you guessed it, that single opening in thewall of housesis usually lined with layers upon layers of mines.


An average swoop will usually not able to make it through the mine field in one piece, and more often than not there is usually some overt player in those houses preying on the unsuspecting covert players (often crafters), killing them for giggles and blowing up their bike for griefing.


On Lok, people just mine their shuttle port so unsuspecting player will get a TEF as soon as they take a single step after they arrive. Then boom, dead crafters for giggles.




Stormkraken Starstrider
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Thread Updated 04/06/04

Squidwalker
Thu Jun 03, 2004 12:51 am
#35

Well I have a comment, and one question.


First, why can't we use them outside of bases? At least let us use them in cities, whether there is a base there or not.


And my question is this. Will the disable function work now? I'm not sure if there are any certian professions that can disable mines, or if anyone can. I'm a scout since day one and I've always had the option. I'm master ranger now, and I have tried both overt and covert, to disable a mine field. I tr over and over, with a full minefeild and all I ever get is "you look around for mines but see any" or somerhing like. What is the purpose of this menu option? Who and how is it supposed to do work? Will it work now?Is based on some skill?





Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
Cempa
Thu Jun 03, 2004 3:07 am
#36

The old mine fields weren't deleted. As of this morning, there is a still an abandoned mine field a few hundred meters west of the city of StarForge on Lok on the Lowca server. It has been there since a rebel city used to be there. The mines are still active, even though their original purpose is long gone. Sounds like the hot fix did NOT include a deletion of old mine fields as stated.



Cettina
Thu Jun 03, 2004 4:08 am
#37

So, let me understand this as I am a mayor of a faction city. All the minefields we placed around the city will be removed? I see good and bad points to this. The city geography has changed, so we will now be able to place houses. However, our defenses will be lowered. I really need a better explanation of how this will work. I am grateful the minefield will work at the base again.


And, I had no idea that people were using the mines to grief players. We only use ours to keep the enemy out of our city.


Lastly, yes, when does city ban keep players from incoming on our shuttle?? That would at least be a balance to the removed minefields. (To some degree)


Cettina


Trioth
Thu Jun 03, 2004 4:44 am
#38

the smuggler forum minefield has rearmed and is probly fully stocked by now. Bet no devs appear in there since the news that smuggler revamp is pushed back for the 2nd!! time has brought this about.



Go on TH, I dare you, step in there and see what reaction you get now.


A shame really, you and the rest of the dev team seemed to be making an effort at the communication and listening to the playerbase thing too


almost a year since smugglers were called "the profession most in need of love at the moment" tsk tsk




Trioth Dalmoran-Imperial Colonel- 3 time master Smuggler..."I just can't seem to be able to go straight"
YayAreaRider
Thu Jun 03, 2004 6:08 am
#39

Trioth: It really is a disgrace, they just yank your chain every chance they get. It's obvious where their prioities are, they want our money while they string us along and make us wait, again and again. I won't submit to SOEs horrible business model of customer abuse and worthless filler publishes, my subsrciption will run its course and not be renewed.

Whats wrong with listening to your customers? They are the ones paying your salary.
You have continuous delays? Get new managment who can motivate your already too small development team and HIRE MORE PEOPLE to get rid of the backlog of broken promises.
Get rid of the obvious time-sinks you build into the game to leech more money from people, from the horrible lag on Dantooine, to the starport wait times, to the ridiculous excuse for a bazaar.
Just get it together, you're giving Star Wars a bad name.

Soon to be retired Master Smuggler 2x over.

Agerman on Bria



- I supported keeping & balancing the original combat system
Agerman
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