Development Cycle Archive
Thread: Weekly Roundtable Discussion (Week Ending 3-22-04)
Geevo wrote:
Can we get it so the language we log off speaking ... is the same language we speak when we log back on? I always get reverted back to Basic.
"any action taken to use the game mechanics in a way not intended by the developers is an exploit"
These are the type of non-answers from developers that must stop, now.
Give us straight answers, not namby-pamby corporate goobledegook drivel like this. We have no way to discern the "intent" of the developers unless they state outright what their intent is, and they consistently refuse to commit themselves. Stop being cowards and say what the intent is, so that everyone is clear on it. THEN go in and fix the exploit so that it can no longer be exploited!
Communication CONTINUES to an ongoing problem, and the problem is one way - SWG to players. Be forthright for a change.
I was noticing this week, as I worked through Creature Handler, just how weird the XP caps are compared to every other profession I've worked through.
My general observation on XP caps is that it's usually around 1.5x the cost of next box (or 1.5x the cost of the 4th box, when you finish the tree), all done in very rough form (I haven't done math on the actual numbers, it's just a feel thing, though I guess I could for a few of them.
Unarmed combat xp in Teras Kasi, for example, caps at 900k once you have a 4th tier box full (in the UA xp trees). The other elite combat professions seem to follow this trend. Through TK, I remember being able to exceed by significant amount the xp needed for the next box, if I was late in training.
On to Creature Handler. For reasons I've never understood, the XP curve is STEEP (it's what, 17.5k for a tier 1 box, then 52.5ish, then 87.5ish, then 140k?) At each step, instead of being able to get about 1.5 times the next box, you can get just over something like 1.1x The end result is needing to train MUCH more quickly when an eligible box is earned. CH novice has a cap around 19k (with the first box costing 17.5?), cap with the first tier box was about 62k (with box two costing 52.5k or so of it?), I missed the second tier cap (trained it immediately, it costs about 87.5k?) and the third tier cap is 160k (with the 4th box costing 140k).
Definitely not looking to have other classes get reduced caps, I find the caps opressive enough as is. I simply think the margins should be wider for the CHes.
Maver1ck wrote:
I have Novice Chef. I made about 5-7 sopyros last night. I'm using a Food/Chemical Crafting Tool (and trying the same items with the Weapon, Droid, General Item Crafting Tool) and after making several different foods from Novice Chef I had no food crafting xp. I've read through the chef profession forums and I've seen that a few other people are experiencing this bug. I would like to go somewhere in chef, but I can't without xp... (I know that's very "captain obvious" of me...) Some have said a re-logging doesn't fix this for them.
When you log in the next day, that missing xp should appear. All crafting professions have it happen now and then, so far as the reports Iv'e seen it's always merely a delay, not lost xp.
Well, looks like a lot of interesting stuff with the new publish.
One note, Victor is still not giving out the "reward" for voting for him (at least on sunrunner). I've tried talking to him, dragging the campaign disk over him, everything...no luck.. He is giving out the quest, though.
DeQuosaek wrote:
1.) Inventory sort order needs to be retained after a load occurs.
2.) Backpack sort order needs to be retained after they are closed and reopened.
3.) Graphic options need to save. Specifically "Show Detail World Objects" and "Fade Objects"
4.) Terrain detail and distance settings should not reset to low levels after many times loging in.
5.) The column width for bazaars and vendors should be retained after logging out and in again.
6.) The Diagnose window should be large enough to display all of a player's wounds by default.
7.) An option to CycleOutward nearest non-enemy target would be nice.
Please consider some or all of these and keep up the good work.
/open mineral backpack ;
/click View ;
/click Name ;
/click Type;
/click View again ;
/check which resource to useto craftcomponent one
/open chemical backpack ;
/click View ;
/click Name ;
/click Type;
/click View again ;
/check which resource to use on component one
/open organic backpack ;
/click View ;
/click Name ;
/click Type;
/click View again ;
/check which resource to use on component one
/craft component one;
/open mineral backpack ;
/click View ;
/click Name ;
/click Type;
/click View again ;
/check which resource to useto craftcomponent two
/open chemical backpack ;
/click View ;
/click Name ;
/click Type;
/click View again ;
/check which resource to use on component two
/open organic backpack ;
/click View ;
/click Name ;
/click Type;
/click View again ;
/check which resource to use on component two
Please save me over 75% of these steps and make backpack sort order save!