Development Cycle Archive

Thread: Weekly Rountdable Discussion (Week Ending 1-25-04)

Sir_Voor
Fri Jan 23, 2004 10:07 am
#430







AssInVader wrote:

just got all the POI badges but they look a total mess in my bio,


I was thinking there should be some kind of seperation between them in the bio like:


POI Badges
...has visited


Profession Badges
...has mastered


Act Badges
...Dead-eye


etc..








I recommend replacing the current text list with Icons/symbols and having a way setup to read what the badge is. It could look something like this



  • (Profession badges)
  • (travel badges)
  • (event badges)
  • (Dev rewarded badges)
  • (faction badges)
  • (POI badges)



  • Then have it so when moving your pointer over the badge or by clicking on it, you can read what the badge (or all the badges of that type)is for.








    [`M Sir VOOR N`\

    Aroich
    Fri Jan 23, 2004 10:24 am
    #431


    I'm curious as to why the programmers arn't fixing the many many bugs in the game but instead are creating advancements in the game. Such as painting vehicles. ETC..


    Everything seems to be bug ridden, i wouldnt be surprised if people had a case in sueing the company for releasing a faulty product. The game offers what it doesnt supply.



    Get about fixing those bugs. It's beyond a joke.






    Aroich Gun'T'niegin BE & CH
    ToranTT
    Fri Jan 23, 2004 10:28 am
    #432

    Not sure if this fits here but here goes:


    Q: Why do we have Trade Forums?


    I know the trade forums exist to takeauctions and WTB WTS messages off the main galaxy forums, but why is all that stuff on the galaxy forums anyway?


    A: Because the current system doesn't accomodate it.


    I really don't understand why, you cannot remove the cap on the bazaar auctions (NOT THE INSTANT SALE LIMIT). This removes the need for people to resort to out of game options.


    By creating trade forums, you legitimise the bypassing of a system already in place, in game. That can't be a good precedent.






    Aeroun Sunflier
    Master Musician
    Master Teräs Käsi
    Imperial TIE Pilot
    Ven-Uorx
    Fri Jan 23, 2004 10:50 am
    #433





    Ability to move objects up and down




    In progress



    Well good. I am really looking forward to making my home look absolutly beautiful, and not cluttered.




    Isae Abraxas
    Kettemoor
    Too many professiosn to count! But still truckin!

    Come see my sister's vendor at -7050 4483 west of Theed, Abraxas Sisters' Enterprises Headquarters. Resources stocked until sold out
    R2DADROID
    Fri Jan 23, 2004 3:56 pm
    #434

    Please keep it hard to become a Jedi.


    Hologrinding was a bad idea but please dont make the quests easy.


    Add some mystery to them.


    Make it so that you have no idea if you are on the path to being a jedi or not.



    How are the devs going to keep jedis rare?


    The devs have said countless time they intend them to be.


    Ifthey aren't rare, how does that fit into continuity?



    Speaking of continuity,why are droideka going to be running around the galaxy when they are illegal?


    Nym has his because he runs the planet basically and the Empire loosley tollerates him.


    His are antique curiosities.







    R2



    "Oh JarJar, everyone hates you but me" - Comicbook Guy
    flsdhalghjsdflgkshglajh
    Fri Jan 23, 2004 5:32 pm
    #435

    I think skills should be altered so that if you surrender a skill you dont lose the experience points. This way people who have spent days and weeks working to a master skill wont have done it for nothing when they need more skill points. Also i you keep the skill points limit people wont still wont be able to be masters in everything.


    So you will be able to surrender skills, knowing that if you ever want to get that skill back you dont have to go through the same process again and again.


    In real life if you switch careers, you dont lose all the experience you gained from your last job, so why do it to us here.


    I understand some people might use it wrongly like by giving out huge amounts of app xp, but there could be a limit on how many times you surrender a skill before you have to gain its xp again.


    Odim
    Fri Jan 23, 2004 5:33 pm
    #436

    You've ruined the game. Congrats



    ____________________________________________________________

    Bring me to your hiding place, so I can face your vice grip
    I'll chisel every single monkey off your back with this ice pick

    Lotussutol
    Fri Jan 23, 2004 5:45 pm
    #437

    What does this mean?????


    " (It should also be noted that players who have put in work towards becoming a Jedi will not lose their effort. Some sort of recognition of players' efforts will be included in the new system.)"


    do we keep trying to get jedi with the current system? or not???


    recognition to me means badge...no no no...tell me it ain't so! I don't mind the system being changed but those of us that have started down this path better have not done that work for nothing...I will quit if so!


    flsdhalghjsdflgkshglajh
    Fri Jan 23, 2004 6:26 pm
    #438






    Unlocking Jedi. I have no ideas for how to do this, but I will say this much. Forcing players to master professions that they have no care for, only to have them to grind through them, makes for a tiring, unfun experience to the game, and does not allow for all players to participate (some just can't sacrifice the skillpoints). This shows a total lack of oversight by the development team, and really dumbs down the game by forcing players to grind through professions as fast as they can. There needs to be a better system to obtain jedi that allows even those who can't sacrifice their skill points ways to obtain jedi.





    I totally agree with this statement. It seems that the holocrons dont ever tell you that you need to master as kill your already working on too. My xmas holocron (which was most appreciated), said I had to master rifleman. Although I think rifleman is a good proffesion its not a proffesion I was ever interested in having myself.


    Please come up with another idea, like FlyingElmo said.
    spiritdrake
    Fri Jan 23, 2004 7:46 pm
    #439

    Just a few thoughts on droids and faction pets.


    1) Droid certifications should be level based, not +2 droid level certifications, but level 12 droid certifications. This will prevent multi elite masters from having two or more of the highest level droids, like rancor used to be for CH. This means that elite novice gets CERTIFIED for LEVEL 12 droids, not plus two to droid levels. Level 2 on any part of the elite profession gets certified for level 15, level 4 gets certified for level 18, and master gets certified for level 20 (if level 20 is the maximum combat droid level or whatever). This will prevent people from getting master pistoleer and rifleman justso that they have twice the droid certification of a single elite profession.


    2) Rank based faction pet certification. A private can't control even one, a SGT/WO can control 1, Lt and Capt can control 2, Maj can control 3, Colonel can control 5. (This is due to the fact that the highest you can go in the rebelion is Colonel at the moment.) This gives perks and status to those who obtain higher ranks. Also, limitations for AT-STs, eg Imperial Colonel can control 4 troops and 1 AT-ST, but not 5 AT-STs. I am not sure of the rank structure for imperials (I had a bad experience with a group of them on my server back in August, when there was the exploit that gave neutrals a TEF if an overt healed them.) If the AT-ST is kept on a seperate list available only to high ranking personnel, and only one at a time, that will keep things more even, heck if the imps have Generals, let them have one AT-ST and five or six troops.





    JohnerTim Tinker, Architect "the old way", Hermit of the true path.
    JustTinkerInc Rounagain, Student hermit

    Being a hermit does not mean refusing guests, it means letting them know when they overstay thier welcome.
    Tinker's Inc, for when the best is just too darned expensive.
    LeBob
    Fri Jan 23, 2004 8:09 pm
    #440

    this link:


    http://starwarsgalaxies.station.sony.com/content.jsp?page=Jedi%20Friday%20Feature


    has nothing in it... the page is blank... ?





    SWGEntertainer.com
    Emperor Palpatine (from "Star Wars Episode III: Revenge of the Sith"):
    "Every single Jedi is now an enemy of the Republic. Do what must be done. Do not hesitate. Show no mercy."
    -I support ATK people and playstyles.
    Account cancelled as of June 23, 2005

    Philomorph
    Fri Jan 23, 2004 9:42 pm
    #441

    I know this Jedi Hologrinding has revealed a lot of new ways to grind to master, but this is just crazy!


    There's a guy right now in Naboo on a tumbling macro, also running a shout macro inviting people to heal him for med XP and asking for tips.


    I hate to ask for a nerf of anything, but seriously, you can make master medic then doctor in a few days, easily, and it doesn't require any work. A friend ofmine did it on a healing macro running through 12 crates of stims at a time with the help of a friend who'd start a tunmbling macro and come back every hour ot so.


    This goes back to the long debate over macros and when you shoul dbe logged out if you are doing one I guess, but I seriously think if you want medic and doctor to mean anything, you need to get rid of this huge gaping loophole.



    ----

    We've heard that a million monkeys at a million keyboards could produce the Complete Works of Shakespeare; now, thanks to the Internet, we know this is not true
    - Robert Wilensky
    DuckMaestro
    Fri Jan 23, 2004 10:29 pm
    #442

    a compiliation of bugs


    this is a little late in the thread but here goes... if nobody reads it ill post it again next week.






    TH, please forward this to your dev friends or let us know if these fixes are coming soon.

    A little background on myself. College student. Large background in math, physics, software, and game engine theory. A hardcore gamer, enjoys FPS, RTS, and am new to MMO gameplay (yet not new to some of the MMO game engine theory). I don't clame to know everything about the SWG engine (though in the future i plan to become lead programmer or designer for such a game), but certain things need fixing that seem glaringly obvious to me. I want this game to be awesome but it needs some work I'm doing this post because i am tired of doing repeated and numerous /bug reports and i think making this list would be more usefull.


    PC = player character (not personal computer)
    NPC = non player character


    I am avoiding any bugs that are slated to be fixed with the coming combat updates. I am posting bugs that i have not heard the developers comment on and i wish to make them aware of these bugs if they are not or i wish to get some feedback on when/if these bugs are getting fixed.


    Vehicles/Mounts:


    1. Vehicles are very "jumpy" when traveling over bumpy terrain. hard on the eyes
    2. Vehicles traveling over water pitch forward and backward based on the terrain underneath the water, instead of staying level with the surface of the water.
    3. Vehicle repairs do not stick. I am not sure exactly how this is reproduced, but it has happened to me every single time now that i try to repair my x34's. I repair my vehicle that has about 10% condition left, it goes back to 100% condition after i repair it, all looks good, i store it later, i call it later, its back down to 10% condition. 8000 credits repair gone down the drain. I now have to resort to item number 4...
    4. Exploit.... vehicles do not need repairs because u can repair them for free... u leave a vehicle out (dont store it) on planet A... u buy a ticket and travel to planet B.. u store your vehicle, u call your vehicle, its now at 100% condition. I wouldnt normally post an exploit because of the rules, but this the *only* way that i and others can actually repair our vehicles because because of item #3.
    5. After travelling a far distance on a mount or vehicle, when you dismount, the entire on-screen terrain goes *poof* for a moment and has to reload itself. This takes about 2 seconds on my machine and is very hard on the eyes for everything to suddenly disappear.
    6. This is related to number 5 sometimes. When dismounting from a vehicle or mount, the player is often teleported forward or backwards about 15 to 80 meters.
    7. Related to number 5 and 6. Sometimes when dismounting from my vehicle in certain places (Rebel HQ on Correllia, Bestine City, Anchorhead City), the vehicle will suddenly run off like it has a mind of its own! It runs back to the nearest wall and waits on the outside. Reminds me of some of the mickey mouse cartoons where the appliances come to life.
    8. When riding a mount tangent with a steep hill (that is across the side of a steep hill, not up or down the steep hill), the mount will stick out near horizontal as if the mount has magic sticky boots or anti-gravity boots. Creatures would actually stand upright and lean into the hill or slip a little. I know that this is a complex game, and adding slipping effects might take up too many cycles, but at least make the creatures look like they are compensating for the steep hill (by absorbing more of the incline into one of their limbs) or make it so that creatures (and perhaps vehicles and people) cant walk on such an incline in the first place. These inclines are much too steep for anyone to actually be able to walk on in such a way. (i am talking about the very steep inclines, like cliffs).


    Combat (many are simply inconsistancies and odds-n-ends; small but when totalled up become game-breaking imho.):


    1. When standing, and dizzied, if u press the stand key again or /stand, u will fall over. It does not make sense that if you are already standing, that a posture change to stand would cause you to fall over.
    2. NPC armor and HAM is inconsistant relative to other NPCs and especially inconsistant relative to PCs. Storm troopers have very high HAM. They are only human, yet they have more HAM than human PCs. Storm troopers need to be tough, but having bigger HAM does not make sense, they are humans. Instead give ST's better defense mods, better attack mods, better moves, appropriate armor. Armor on NPC's are inconsistant as well. Most npc armor has an AR of none. This does not make sense because every single peice of PC armor has an armor rating of Light. There are even NPCs that wear PC armor, yet their stats say AR:none. Again, make the armor consistant with that of PC's but instead give the NPC's better combat skills. The system lacks consistancy.
    3. combat animations are sometimes a little off. When firing an EE3 carbine, the left hand kind of floats off and the right hand is holding the gun at the very bottom of the handle, instead of at the trigger. When firing a DXR6 carbine, the right hand is in proper position but the left hand is supporting the weapon around the middle of the shaft instead of holding on to the 2nd handle in front.


    Graphics:


    1. Sunglare occurs everywhere and anywhere, as long as you are looking in the direction of the sun, even though u might not even see the sun from where u are (because of a hill or buildings). Sunglare even happens in the interiors of buildings where there are no windows!
    2. This next issue applies only if volumetric shadows are turned on. Framerates will be very nice, the shadows add alot of depth, but open your inventory or datapad or an examine window and *bam* your framerate cuts in half. Close those windows and everything returns back to a nice fast framerate. This only occurs when volumetric shadows are turned on; when off, the framerate stays consistant. Always happens with inventory but only happens sometimes with datapad or examine window.


    Travel:


    1. Ticket collectors never work the first time, about 50% of the time. Neither does double-clicking your ticket from inventory work the first time. Often you must activate the ticket collector or ticket about a half-dozen times before they work. I even noticed that they dont work at all, unless u move into another area around the collector.


    Sound:


    1. At launch, the soundfx from your own PlayerChar came out loud and clear. The coughs, pukes, sneezes, fist slams, etc. Ever since the update shortly after release which fixed the 3-d positional audio to be camera centered instead of character centered, the soundfx from your own character became significantly softer and much harder to hear.
    2. Because certain interiors are broken up in certain ways, there seem to be invisible walls that, though a very clear LOS exists, the sound becomes very muffled across such an interior. When u cross such an interior invisible wall, entering the "virtual room", sound plays normal but step out of that "virtual room" and sound becomes muffled. Again, there is very clear LOS, this happens in big caves and small hallways with a definate LOS for sound to travel, yet the sound engine acts like there is an invisible wall in those openings that muffles the sound.


    User-Interface:


    1. Combat Queue window does not remember its position between log-in's. I have this perfect custom UI setup but i need the combat queue in a different position. Currently, every time that i log in, the combat queue resets its size and position back to its default in the top-right.
    2. Drag and drop Tapes to sockets, powerups to weapons, and resource container consolidations do not work when the inventory is in list view. it only works when in icon view.
    3. Inventory does not remember its sorting properties between log-in's and loses its sort between shuttling. I log in, and it forgets that i want Catagory first, Name 2nd. I set it to that, switch back to icon view, everything is sorted fine. Then i buy a ticket and travel to another place. Sorting is still remembered but all the items are in random positions again. I have to toggle to back to list view then back to icon view for my items to be sorted again. Note that it still remembered i wanted Catagory first, Name second; but i had to toggle between list and icon modes before it resorted itself.


    AI:


    1. wild creatures: sometimes (but enough times) i will attack a creature, it follows me a distance, i almost kill it, i incap, the creature hangs around a bit, the creature goes *poof* a few minutes later. I cant say how many times ive been frosted because i almost killed the animal, was about to wake up and finish the job, but the animal goes *poof*. not only did i lose the xp i was going to get, but if its a rare creature then its *poofed* and i have to search the planet again.
    2. Creatures and mobs in general just stand around doing nothing. (i know this is not technically a bug, but its a bug to me because today's standards for AI are higher than what the AI currently is in this game. I visited dathamor the other day and i saw a couple rancors just standing doing nothing. Im not sure what a rancor would be doing, but two things i would expect it to be doing are: 1) be on the move, hunting and 2) sleeping. not 3) standing, staring off into the distance.
    3. Groups of AI: I am a rebel and when i do destroy missions, attacking imperial camps, they are not very difficult nor interesting because there is no group AI. Imagine one of those "plus sign" imperial camps. There are often a couple guards on the outside and a couple guards in the inside. When i attack the guards outside, the guards inside continue to stand and act like nothing is going on. The inside guards are merely 5 meters away at times (seperated by a wall) yet they cant hear the blaster fire of a raid hitting their camp? When i attack the guards outside, the guards inside should hear the blaster fire and run out to see whats going on. Maybe thats why there is issue #2 from my combat section. Perhaps if they made AI better, they wouldnt need the super high npc HAM in order to prevent the missions from being too easy.



    That's all i can think of now... i hope i get a response... personally these bugs really frost me sometimes and i end up taking SWG breaks and go play KOTOR by Bioware instead or Podracer to ease my fury hehe. I've tried to keep the post as constructive as possible but there's my little flame .

    =Duck=



    - Duck
    I give up.
    Page 34 of 36