Development Cycle Archive

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

Efif
Mon Jan 26, 2004 12:11 am
#456


I know exactly what you mean, I have lost newhere from 30-40k worth of items and resources l8ly...just today when i logged in i was sitting the theater wearing nothing and all my cloths, as well as most of my stims, were gone. Vanishing items should b on the top of ur list to fix, b/c to b quite honest its getting pretty **edit** annoying to have to buy new furniture, clothes, and resources everytime i log in or out.


Another thing is decay, why is it even there, and where did the idea even come from? Today I was caught off guard by Anglers and I died, when I came back up in the cloning fac my General crafting tool had become disabled leaving me w/ no way to craft anything unless I traveled back to my house on tat...I realize this specific incident could have been avoided by me carrying spare tools, but I feel that the wounds I was socked w/ were enough of a penalty for death, in short decay is not needed, it only takes away from the game, I am affraid to build my combat xp now b/c I dont want to lose any more of my items.


Just get rid of it, plz



Aside from those two points I believe that ifthe 'DH' profession is added, then the skill point lvl should be increased, as I am sure more than just that profession will be added. Players do not have enough to create well rounded characters, even with just 50 more players could get so much more out of the game. If increasing skill points is not something y'all are willing to do then I would have to aggree w/ ShadowViper in saying that droids should be attainable by license. This way when one masters a profession they still have something they can spend their xp on. Such as if a master crafter, in any crafting field, would like a crafting related droid they could use their extra points to buy a crafting related droid; just as with a combat orriented player, if they have extra combat related xp then they could buy a combat related droid. This doesnt need to only apply to masters however, if one has enough xp they could have the option of leveling or buying a droid license w/ the xp so that they may own a droid. For example, one could start out with a general license to own a very general droid, then as their xp increases and they want to get a better droid they can visit an npc and buy a license to get that better droid, make the license specific to the type of droid. Another way of working droids into the works would be to either combine trees or to add on a droid tree in each profession that would not cost skill points, or very little skill points, b/c as was posted b4, droids are programed to obey, one does not need skill to tell a droid what to do.


As far as previous mentions of PvP radar goes I think that making enemy players invisible at long range would b a great idea. If that happened I would seriously reconsider the Rifleman profession b/c that was the image I had of a Rifleman b4 I actually played the game, sitting atop a hill sniping enemy players. Also enemy radar and range of view should be able to be impaired by smoke bombs and/or camoflage (for radar). Certain combat proffesions should be able to throw a smoke bomb into an areain order to suprise an enemy or group of enemies, and if players have camoflage then other players should not be able to see them. Also, the name floating above my head kind of gives me away even if I would have the jump on an enemy and they are trying to find where the shots are coming from.Tabbing enemy targets should not be allowed in the range that it is in PvP, limit the area the player needs to be looking at inorder to target an enemy who may be attacking them.



and one question, when will we be hearing more about what to expect from the space expansion?



Again, plz get rid of decay, its ridiculous




"I have never let my schooling interfere with my education."
Raymundus
Mon Jan 26, 2004 12:26 am
#457

Beingone of the reactivated accounts player (originally subscribed from launch-november) it seems that this is now the place to comment on the current state of the game, and what has (or not) gotten better since I left. So here is what I think.


I am very pleased with the amount of bugs that have been eliminated. So far I have had no missions fail to appear, and every themepark mission I have encountered actually seems to work (two of my major issues with the game back when I left).


And the mounts and vehicles are great. They really make travel easier, even if they aren't documented very well. It took me forever to figure out they stored under the data tab of the datapad, there was no such tab back when I left.


But combat is still pretty boring and unbalanced. I remember talk about spicing it up some (something about combos?) back when I left, and it seems that little has changed. Now I can read that there are all kinds of plans for the combat system in the future, but I really had expected some improvement in this area in the past2 months. I am also a little disappointed in how little has been done to remedy the poor carbineers HAM issues, but oh well.


Anyway, I am still undecided if I am going to resubscribe yet, but I will continue to play and evaluate until my retrial time is up. Perhaps if patch 6 comes out live before then it will help make up my mind, although I am reading conflicting things about whether or not it will be helping the combat system out any (some places say yesm some say it has bee pushed to 7), and fighting is simplytoo major a part of this game for me to wait indefinetly for.


So overall, the new stuff -great. The bugfixes - great. Just now the game finally seems to be in a "release worthy" state, and the issues you guys are now tackling are what I was kind of expecting right from the start. Just please don't keep putting off such vital issues as making combat more engaging just to add more "features" like clam harvesting please.
DuckMaestro
Mon Jan 26, 2004 12:48 am
#458

Thunderheart, i honestly think that i have come up with a plan that meets all the requirements you laid out for the DE vs. DH discussion. Do you think you could visit the thread that has my plan and at least review it. I have put much thought into and and many revisions since your most recent prompt about it and i think i have a plan that makes sense to everybody.



http://forums.station.sony.com/swg/board/message?board.id=droid_engineer&message.id=57315


and remember to scroll down to the latest revision (v1.3a)



thanks,

-duck



- Duck
I give up.
RabidEwok2
Mon Jan 26, 2004 2:46 am
#459

In light of a recent player-organized event on Chimaera:


How well are the servers supposed to handle very heavy load in small areas? Yesterday on Chimaera a guild organized a very large war with probably 400 players involved. It was totally unplayable with several minute lag-outs, people going linkdead etc. It took me almost an hour just to get my character away from the area.


I realize that the servers aren't designed to handle an infinite number of players in a given area but there should be mechanisms preventing this from happening, like shuttleports locking down so that no more players can go to the destination etc.





ZEER
Sith Lord | Hatched May 2004

Azyre
Mon Jan 26, 2004 7:52 am
#460

As for decay...I agree the way it is now its unworkable and not a good solution, however decay *is* needed in a player run economy...otherwise all crafters would craft for a short time and then surrender...there would be no stablity at all. However, decay, as it is right now, is not the way it should be. Why would items, such as crafting tools, that have no durability at all..decay? They would simply break after a period of time. Being killed with one on your person may mean that the item has a chance of breaking completely...but how, exactly, does it decay with no durability component? This escapes all logic or reason. Decay should be a function of over time, but I suspect the reason we don't have that sort of decay is that it happens too quickly and the devs don't know how to make it work right. This does not give me a lot of uh...confidence.


Over the last months, I've sat back and watch how things go. It seems to me that devs are focusing on things that are totally not necessary. One thing that comes to mind are vendors. Vendors sort of work as they are, they aren't absolutely broken as other systems are. I've watched as commandos start coming out of the woodwork and creature handlers surrender...why? Commandos are over powered, creature handlers are now under powered in comparison. Rangers have no real function except to be the ultimate skinners. Bounty Hunters make money hand over fist ruining someone's day. Jedi are totally unknown or dead. I've thought of going through all the stuff to make one of my characters find a jedi, but everytime that thought occurrs to me I ask myself why? I don't want to play a multi-player game alone. The class, itself, is very cool, but why play alone? Its not the road I'd want to take. Right now, I start to play with my friends, most of whom have become a Commando/TK because they want to be uber killing machines, but then I just don't because its no fun to go on a hunt and stand back and watch while the commandos fry everything insight before I even get a shot off...or send my pets into the fray. Yeah...you might say...well you're hunting really low level stuff for the group...I'll tell you...you're right, but short of hunting Krayts that are camped 24/7 and have a capped spawn...what's left? How long will this go on? I guess this comes out of being very discouraged last night. Its really not a fun game anymore.


Ok, so...I have a tailor. My tailor has been a master since...well...I believe it was the 4th week of wanderhome being up. I've no new schematics, I've gotten a few schematics fixed...and a palette fixed. Other palettes are still bugged and if I try to make jewelry it becomes frustrating because I still can not see what I'm working on. I am told that we're getting a couple of new things with the chef nerf/update, but that's not really enough...I can only make so many bow ties in so many colors before that will be boring. I've been promised new wookiee clothes and a better leather palette, but it was a month and a half ago that we were told we had a great new surprise coming soon...what is soon?


Well that accounts for 2 of my four characters on Wanderhome...yes I have four accounts. My dancer...ok...she's a master dancer/entertainer/musician. On exotic 4 there are three...count them...three flourishes that are different...that's out of 9. There has been no improvement in that profession since...hmm, they gave dancer and musician masters a buff...yay, that was a step but not nearly far enough. Ok...that's...3 of my four.


I've another toon that I use to survey for the first 3. Why? my tailor, in order to be a master tailor/merchant/armorsmith can not survey. She has no other skills except those three professions. In order to do anything for her, I have to have a surveyor...guess what she will become other than a surveyor...you got it...a Commando. Why? Because I want to have some functional character that can fight and have fun in a fight. Why would you ever allow ONE class to over ride the rest of the combat personnel...why are so many people going over to that profession...have you even looked at your demographics?


I think before you start reactivating old accounts and inviting people back...you need to do a lot more work in a lot more areas...and not just nerfing, but adding content, adding to classes and bringing in some challenge. I think Jedi need to be able to play with their friends without threat that their character is going to be hunted down by some griefer group for 150K credits. I really feel that its WRONG to isolate what should be the most honored of us all.


Bridget Sara
WAnderhome
oneeyedbounty
Mon Jan 26, 2004 8:56 am
#461

beginning of the end

I have played Everquest for 5 years and still there is enough game content/ balance in the game to keep me playing it and keep it alive.

My first feeling upon playing galaxies was wow, i was impressed, 2 months down the line i am sorry to say that the game lacks content. It wont come close to lasting as everquest has unless the content is seriousely looked into.

Secondly you are taking away the perma death for Jedi, making it so pretty soon you will have army of jedi whiping out imperiel cities and outposts for the hell of it, why on earth did you at SOE do that ?

getting jedi is all so easy, taking away perm-death is a huge mistake, soon jedi will be grouping together and coming into the open, 3 months down the line every serious SWG player will be a jedi. What then ?
Vinaddar
Mon Jan 26, 2004 1:46 pm
#462

Food/Chemical Factories are far too slow.


It should not take 5 minutes for an automated factory to make 1 item that I can make in under 1 minute manually. My other factories do not seem as bad, especially on such simple combines--like all of our 2 ingredient advanced sub-components (adv SDS', CRDM's, & BEC's). It takes 2 full real time days to run an Adv BEC schematic (1000 items). This is just lame.


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