Development Cycle Archive
Thread: Weekly Roundtable Discussion (Week Ending 6-21-04)
Tavian_McMaster
Mon Jun 14, 2004 4:46 pm
#27
Looking back on the first year of the game, we had three "monthly" storylines in a year. Are there plans to get this back up to speed so that there is some story-driven content to the game in year two and beyond?
fatgit
Mon Jun 14, 2004 5:05 pm
#29
When will Combat Medics get a 75% PvP reduction ?
Currently only the CM does not get this, making them extremely overpowered in PvP.
Instead of balancing CM, Spider Venom was added, making CM's even more overpowered. A single CM can turn 40+ people's bars black in seconds using spider venom diseases and havla. I know this may be addressed in the combat balance, but in all honesty, this is an issue that shouldn't wait that long.
PvP on many servers is more or less dead because those that aren't defence stackers are Combat Medics.
I got so fed up of CM's that I've changed my spec to CM so I can at join in PvP.
Currently only the CM does not get this, making them extremely overpowered in PvP.
Instead of balancing CM, Spider Venom was added, making CM's even more overpowered. A single CM can turn 40+ people's bars black in seconds using spider venom diseases and havla. I know this may be addressed in the combat balance, but in all honesty, this is an issue that shouldn't wait that long.
PvP on many servers is more or less dead because those that aren't defence stackers are Combat Medics.
I got so fed up of CM's that I've changed my spec to CM so I can at join in PvP.
Seomon
Mon Jun 14, 2004 5:06 pm
#30
Seomon's Questions:
- Will we ever get our Deadeye?
- Is there anyway to get our 'Wifebeaters' back in the game as a craftable item? I miss those

- Is there any plans to fix the spawn rate on planets? I run around on TC2 and see spawns all over the place, but on Live they're pretty much non-existant whenever you get outside of the 'ring' of city spawns. The only ones we see are the mission lairs, and makes the worlds seem very very empty.
- Can you hotfix composite armor so that Stun is stuck in the base resists? That would fix some combat balancefor the shortrun.
- What'd you have for lunch?
Have a nice nite ![]()
plonger
Mon Jun 14, 2004 5:10 pm
#31
TH,
You mentioned above that once the jedi revamp is completed, you will start to have focus discussions on the combat revamp. Wouldn't it help to actually have these "discussions" before you spend months coding the changes?
I ask this because you have spent a lot of time coding things such as the infamous crafting change, DWB, and finally the jedi revamp only to have these met with impressive amounts of negative feedback.
OdiousEncounter
Mon Jun 14, 2004 5:38 pm
#32
Thunderheart wrote:
DarthINSANUS wrote:
I say we do soemthing like a "top 5" for the ENTIRE community..
Im interested in this as well....
Going to be tough to get a consensus on that, though. You couldn't have any profession-specific and maybe not even any game system (crafting, combat, etc.) specific issues, since each player is only directly affected by a narrow margin of the game.
BaronJedi
Mon Jun 14, 2004 5:42 pm
#33
TH whywon't you discuss some of the community's Jedi issues? Who's pocket are you in?! 
But seriously though. I would like a general dev statement about the direction of this game and most specifically, the role of Jedi in the GCW. I think you at least owe the community that much so we can decide if we want to keep playing. I don't want to play in a game where Jedi can slaughter groups 20 factioned players. Jedi should have their own private war. Keep them away from the Stormtrooper vs. Marine, Rebel vs. Imperial war. It is rediculous that they would have any impact on the GCW anyways in Darth Vader's era. A Jedi's fun should be from interaction with other Jedi (epic duels), rather than from slaughter massive groups of regular players or from ganking lone players in Starports.
ImperialReborn
Mon Jun 14, 2004 5:44 pm
#34
Kind of upset that no one has mentioned the poorstate that the pistoleer profession is in, at the moment. I've been Master Pistoleer a few tens of times, went to and tried out the other professions but in the end chose to stick with Pistoleer.
When going on Night Sister raids with my PA, I've come to notice that as a pistoleer, I lack the ONE required pistol that has the damage type to injure or even affect the "Night Sister Protector." The elder should be the one with resistances that high, and the vulnerability of those Protector's are rediculous. 70% against Blast damage I think it is, and full immunity against all other type of damage. Is there a way that we can implement a blast type weapon for the pistoleer profession?
The dual wield ability sounds fun, also. I can't wait to see what the Dev's have in store for the lesser interesting professions, such as mine. All in all, I have no doubt that SWG WILL be balanced and fixed and then perfected. I just hope it won't be too long to actually see these changes.
Kazzar
Mon Jun 14, 2004 5:45 pm
#35
I had this idea on the Jedi forums and a lot of people liked it:
I was thinking it'd be a cool idea to have the option to take on a Padawan and have your xp linked to each other. In this sense, if a Knight gets xp, his Padawan gets an xp bonus (say 1/10, like crafting xp bonus) and vis versa. However, if the Padawan (Knight) dies, his mentor (student) suffers an xp hit also. This would further the Padawan/Knight relationship and cause them to look out for each other. This could apply to Padawan and Force Ranked Knights or even Jedi within the Rank system for those Jedi who want to share a bond ala Bastilla and Darth Revan in KOTOR.
I was thinking it'd be a cool idea to have the option to take on a Padawan and have your xp linked to each other. In this sense, if a Knight gets xp, his Padawan gets an xp bonus (say 1/10, like crafting xp bonus) and vis versa. However, if the Padawan (Knight) dies, his mentor (student) suffers an xp hit also. This would further the Padawan/Knight relationship and cause them to look out for each other. This could apply to Padawan and Force Ranked Knights or even Jedi within the Rank system for those Jedi who want to share a bond ala Bastilla and Darth Revan in KOTOR.
Harric
Mon Jun 14, 2004 5:57 pm
#36
hello TH,
well first off all i am playing swg since beta and i am big star wars fan since 1980.
i love the grafics and the crafting szstem in swg and its best i ever saw in any MMORPG.
but the biggest issue i got with swg since long time is that the balance between mellee and shooting professions.
star wars is a game in far future where guns are dominating the galaxy and sure should be own any mellee beside jedis which are definately suppiosed to be strongest class of all.
atm, since long time, the SWG servers are dominated by mellee classes, and i bet not cause people love to box or hit things with a silly club like in stone age. they play that classes cause they know how powerful they are. lowest skill invest and highest DPS and defence mods.
i played on other char while jedi grinding EVERY combat class and mastered them, so i know whats going on there.
a fencer and TKA is easiest class to lvl and fight. you can solo almost every mob out there with ease and almost no risk. thats rediculous. period
lets not forget this is supposed to be a MMORPG and sure mellees should play a rule, but not like thy do now.
mellees should be very good tanks against mobs, but not same time own in DPS. plus they if in current system needs to spend way more skill points. a simple 4 box skilling till novice opens possebilities to alot stacking and even getting doctor beside which makes them almost unbeatable. thats plainly wrong 
i hope hard that combat revamp will hit the mellee classes alot, i am sick of seeing every one and that brother with mellee weapons in hand instead of gun which should be most popular in a star wars universe. this things really destroyed my imersion of star wars.
in the movies mellees beside jedi went down fastest aka jabbas palace.
i know many will hate this threat because they love to be uber, but pls not as mellee 
its not that much star warsy 
regards
Strikke
Mon Jun 14, 2004 6:04 pm
#37
TH -
SWG: Krayt Skull Quest - A Quest Borken.
A long time ago (October 2003), in a galaxy far, far away (Bloodfin)...
Borvo's Guards: Check.
Thale Dustrunner: Check.
Take Borvo his cash: Check.
Do Borvo's missions: Houston, we have a problem. No missions. No gun. Nothing except, "Good" and "Next".
June 14th, 2004 (8 months later)...
Borvo doesn't know me. His guards don't know what they are doing. Thale won't have anything to do with me. Huff gives me the cold shoulder. Huff's guards tell me to go get Pappy Darklighter's pea shooter and bring it back to Huff.
To be continued?????
Any update?
BigSteve03
Mon Jun 14, 2004 6:04 pm
#38
I'd like some clarification on the Bestine election please.
Here's how its worked in the past:
On the test center it cycled every week (maybe two forgot already) and people were able to vote for the same guy and get a reward from him every time.
When it went live, the cycle time became 5-6 weeks (devs stated it was 4 this is not the case) and after the first election, people who voted for Sean were given a random gift of either a very rare piece of cool loot, a rug that sells for 2 mil on the different trade forums, and a statue that any artisan can make and can be found on teh bazaar for less than 1k. People complained and a fix was put in.
The way the patch notes read, this patch would allow people to choose which award they wanted the next time the person they voted for one.
On my server, Sean Tredwell one again (because I imagine everyone who got screwed the first time went back again to get the rug based on these patch notes). Unfortuantly what happened was, everyone who had voted for Sean the first time were told "I dont' think so, Youve already recieved your reward" and were given nothing this time. Also, I know of one person who did not vote for Sean the first time, but did this, and was automatically given the crappy award, i.e. they were not able to choose like the patch notes had said.
So I'd like some clarification here.
Are we supposed to be able to choose our reward when our candidate wins?
Are we supposed to be able to vote for the same guy twice in a row and still get the reward? If not, why wasn't this change reported to the community? 10-12 weeks is alot of customer time to waste. Also if you want to force us to vote for a different person each time, why have the vote at all? Just make it a rotating quest and save everyone the frustration, time, and money.
Is there any possible way to reset this now instead of waiting for the next election, so people can get their reward from this "months" election? Even if a patch is put in for the next election I doubt anyone will vote for Sean again mainly because we can't trust that fix would work, and that's just too much time to waste if one doesn't.
And before you ask, I sent in a bug report, and a CSR report. The CSR of course told me nothing could be done.
TheNarcis
Mon Jun 14, 2004 6:07 pm
#39
I would like to see something discussed as far as removing skill points for the Politician profession. Having skill points for that profession does not in-balance the game in any way. In fact having it "non-skill pionts" would encourage more people to get involved in their cities instead of having a certain "mule" created fro the task.
The Devs mentioned in the past about Piloting not using any skill points to get everyone involved in Space, I think the same should be done for the Player Cities that are nothing more than Factory/Storage wastelands and shuttle routes to POI's!