Development Cycle Archive

Thread: State of the Game... more info...

Obi007
Thu Mar 25, 2004 11:10 am
#27

Thanks this makes things a bit more clear.
Altuslumen
Thu Mar 25, 2004 11:12 am
#28

I understand wanting to get things right.


Thanks for the additional informaiton. I hope as a whole between the letter and these types of post it is a positive thing and they continue.





--
Altuslumen
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Ackis
Thu Mar 25, 2004 11:19 am
#29

Thank you for the post.


Just a suggestion regarding your last comment... can the star rating system be disabled for dev threads? All people have opinions, and like the afk macroers, the star rating system probably isn't working as intended.


As well, I did have an interesting post here: http://forums.station.sony.com/swg/board/message?board.id=csystems&message.id=14085which tries to understand how things are worked on... it had some interesting feedback, however it did get some whinners.





Imperial Captain Ackis Losackego - Über f335h

Mandril
Thu Mar 25, 2004 11:32 am
#30









JustG wrote:

I'll respond to some of the more popular questions about the State of the Game here:


Why is the Jedi Revamp being done before the GCW revamp


Two reasons: First, the GCW revamp is a long-reaching, complex set of changes. It will take awhile to define, design, and implement it. Along the way, each publish, we are working on fixing broken things with the GCW to make it more fun. The large overhaul is a mid-term goal. Second, we really want to stop the hologrind. We feel that AFK macroers are not healthy for the game. We want it to stop as soon as we can. And yes, we are aware that we are the ones that put the system in place. This was not what we intended, but things have evolved to this point.


Why is the combat balance being put off?


The combat balance is another massive overhaul. We want to get a lot of player feedback from it, and make sure we have it right before we put it in the game (to avoid another Crafting Experimentation situation).


Why are you not fixing my broken profession now?


We ARE going to do a round of bug fixes for all combat professions, and try to fix the major broken things with each. Keldarin (Live Senior Systems Designer) has a thread in the correspondent’s forum right now asking what they want fixed. Talk to your correspondents.



Each of these comments say pretyy much the same thing. It is important to realize that some combat professions have already been "rebalanced" vice the others, so those folks are left out to hang-dry while we wait a very long time for the rest of the rebalancing. Bug fixes, while certainly necessary and indicative of QA oversights, will not address these balance issues.


While I certainly appreciate the comments, Gary, I have to be honest and say the situation, for me, is untenable. Many of these issues should have never made it out of the design stage, let alone QA. From my perspective, I see a lot of "thrashing" behind your comments, e.g., focus and leadershipwas lacking for quite some timepost-release, and because of that we have the current state of this game. So now everyone is in "hurry-up" mode, which is only going to exacerbate the situation.


Two perfect examples are the original Jedi system, which never should have made it out of the design/concept stage, and the recent "crafting nerf" of Publish 7. No better commentary about the original (and still in-force) Jedi system can be made than the one made by CGW magazine - see my sig for that. As for the P7 crafting nerf, that stayed in through the P7 rollout in spite of the fact that there was almost universal opposition to it. The only reason the nerf was rolled back the day after the P7 rollout was because of that uproar. It's not as though those feelings were expressed the day before P7 - those sentiments were known weeks prior to it. The customer base may not be the best evaluators of subtle changes, but they certainly are when the proposed change is so far reaching. The fact that SOE let the crafting nerf get out at all clearly indicates that in all issues, "DEVs know best", e.g., you will not listen to your customers unless there's a direct threat to the revenue stream. No post-rollout comments of "Hey, it was a nerf and we pulled it back - sorry about that" are satisfactory. The points are that (a) the proposal should have never made it to a code implemetation infirst place, and (b) failing that, the outcry from the customer base should have never been ignored. The fact that the nerf code got into the rollout says that you're not listening in the main, only do so when it's absolutely necessary, and then only grudgingly.


Here's a clue for you - the game stopped being yours the day it went live. It became ours just as much from that point forward. That's a concept SOE and LucasArts does not grok even now. The end result is what we have now. A lot of important issues are half-done, poorly done, or totally undone. No focus.


And let's toss inhighest monthly fee in the industry...for a game in this state? No thanks, Gary. While I sympathize with your team's travails, the truth is you guys brought it on yourselves. I wish you luck, but I'm not giving you my money after March 28.





haun
Thu Mar 25, 2004 11:37 am
#31

why are riflemen getting2 new guns?







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"Everything seems calm here..."
PadawanChong
Thu Mar 25, 2004 11:39 am
#32






haun wrote:

why are riflemen getting2 new guns?






Because they're bored killing everyone with the same guns?


Because they fire at 1 second a shot which is tearing up the barrels and they want something new?


Take your pick



============
GermainePropane on Virtue - City of Heroes. The best combat system in an MMO.
Lvl 43
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haun
Thu Mar 25, 2004 11:39 am
#33

oh yah - do the devs see the overbalance problem with Combat Medics or are the rest of us just crazy?



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"Everything seems calm here..."
Phazorn
Thu Mar 25, 2004 11:43 am
#34






JustG wrote:

Second, we really want to stop the hologrind. We feel that AFK macroers are not healthy for the game. We want it to stop as soon as we can. And yes, we are aware that we are the ones that put the system in place. This was not what we intended, but things have evolved to this point


amen btw, when are we getting some teasers for the space expansion? keep the game new



Spuds McKenzie
"Barking around a golf course near you"
woot kitties!
haun
Thu Mar 25, 2004 11:48 am
#35

see, you saying the hologrind hurt the game doesn't mean much.



it's 5 months later - you should have taken it out of the game 4 months ago when EVERYBODY said it was a problem.


stating its a problem now is just silly.


i know you guys had to push jedi for christmas but allowing holocrons to rot out the game for months is just too much.



it's kinda like CM's now - they are destroying the gcw (not to mention riflemen/cm) yet you are letting the months go by with nothing being said or done.


are you going to announce mid august that CMs were overpowered and you now see your mistake?


how about some faster hotfixes on things that cripple the game.





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"Everything seems calm here..."
Wolfmann31
Thu Mar 25, 2004 11:53 am
#36

JustG


When are you going to enhance and "add fun" to the commando profession?




(I would have asked much much more...But when I as a combatant find it more fun to decorate my house over and over again, than to go out and shoot things with my commando weaponry...I find myself having trouble with keeping a straight face and not curse everytime I open my big mouth.)




RK-31
In memory of Stormtrooper Detachment Epsilon

We will not become a shadow of our former self

When the Star Wars world ends, my reason for being here ends. Thank you Helios_SOE for making that clear to me
All Access Pass Status: 4'th of July cancelation
KardenTyrell
Thu Mar 25, 2004 11:56 am
#37






PadawanChong wrote:





haun wrote:

why are riflemen getting2 new guns?






Because they're bored killing everyone with the same guns?


Because they fire at 1 second a shot which is tearing up the barrels and they want something new?


Take your pick






Spraystick used to be acid damage...that was changed to energy. It seemed easier to put in a new one in than overhaul the system to make it back acid. Disruptor rifle is Acid damage...what the berserker rifle will do..../shrug not sure.....T21 used to be blast damage as well..tusken rifle kinetic....E11 used to be heat, all went to energy



- "TK-231 reporting in" -
[|Arresting hawtpants members for a living|]
pentjaksilat
Thu Mar 25, 2004 11:56 am
#38








JustG wrote:


Why is the combat balance being put off?


The combat balance is another massive overhaul. We want to get a lot of player feedback from it, and make sure we have it right before we put it in the game (to avoid another Crafting Experimentation situation).







agreed, it's massive. but there are major issues that are currently destroying PVP. argueably the worst of these are the emphasis on mind damage and the affect of combat medics in large groups. solutions? add in a "mind stim" that is identical to regular stimpacks in resource useage, crafting requirements, etc...just heals mind-specific damage and has inherently...say...60% of the base effectiveness of a "normal" stimpack. then double the power of Combat Medic poisons (so they'll be much more useful in PVE then make the 75% PVP reduction scale CM damage just like every other type of damage. this would, in effect...reduce poison dmg in PVP by 50% and disease by 75% (there's no justification i've ever heard for why combat medics should be able to stack 1000mind wounds on a player w/ 1 disease. 250...yes. 1000...no.


these changes wouldn't put riflemen or BHs (eyeshot) or CMs out of the loop in PVP...anyone w/ an inkling of combat sense knows how overpowered rifle/cm currently is in PVP...this would merely bring them to a reasonable level. would riflemen still be firing a t21 faster than a master pistoleer or master carb can hope to fire? yes...will CMs still be able to lay a powerful DOT on a group much faster than any doctors could hope to keep everyone healed from it? yes...would stun damage still be the be-all & end-all of circumventing high-level (even stun-layered) armor much much much more effectively than any other damage type? yes.


there would still be major problems to fix...armor's far too strong, many professions (carbineer/sword/pike) have horrible HAM drain, weapon speeds are horribly distorted, etc...i'm merely commenting here on TWO issues that would be very easy to fix, and that would vastly level out PVP for the time being...revamp would still be in dire need, but sure beats 2more months of riflemen spamming headshot and CM's leveling a dozen players w/ 1 area poison/disease combo.


~pentjak



retired: 09/02/'04.
RIP Dunadan
...being perfected in a short time, he fulfilled long years; for his soul was pleasing to the Lord, therefore he took him quickly from the midst of wickedness...

Vac102
Thu Mar 25, 2004 11:57 am
#39

JustG and Dev team, While I am sure a majority of us appreciate the time and effort going into these projects. I would ask you that when you drop such statements as "There woun't be an unlocking, or Force Slot" That you release kinda of am explination.I mean I know that you cant give us details... But I mean you leave us hanging and all these theories start to come out and atleast I feel that unless you have a good statement ready for release..IE more details on matter of such importance to us..(JEDI REVAMP) you keep it on the hush hush till you have enough info to calm atleast most of us..For example..Will there be 2 slots? or not? if not how will it work? such vague details let the mind run...THank You
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