Development Cycle Archive

Thread: Publish 9 Feedback: General Feedback

TheReborn
Fri Jul 02, 2004 10:28 am
#40

I love the Vehicle changed to toggle and showing which badges I need on the Character Sheet



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Wavelighter-X
Imperial Colonel
Elder Jedi :: Master Freelance Pilot

I Support a Conversion Back to Pre-CU or CU
Tstorm
Fri Jul 02, 2004 10:29 am
#41

- "Fixed problem with the group UI not correctly displaying the group member name under certain situations"

Keep working on this. It is *not* fixed. Last night I was grouped with a friend, I died, and upon cloning, his name in the group window just became "(L)" (he was the group leader but suddenly didn't have a name).
Redguard
Fri Jul 02, 2004 10:29 am
#42

Good ideas on this publish with the exception of loot kits.


Vehicle repairs that stickhave been a long time comming. I'm still occasionally pushed a distance from the bike when I dismount though.


Server response time and lag have been difficult to deal with. Occasional freeze ups have occured. This may have been fixed with the hotpatch.


Occasionally stat migration did not work. This is anecdotal but I trust the source.


Schematic data loading is taking a few seconds. This is not a major craftingissue but should be looked at.


Factory inventories have been slow to load.


Still having issues with MOB's I'm about to defeat warping upto a few 100 meters away.


What is the verdict on the AP/Vulnerability issue?


It was my understanding that unstocked vendors would deinitialize and no longer show up on the world map, is this the case or have I been misinformed.





Given the choice between style over substance. I'll take a sandwich.
Skopti
Fri Jul 02, 2004 10:31 am
#43

PSG's although made with lightsaber resists are not keeping them, for example I made a mk3 psg with 35% LS resist which on my next login became a vulnerability.
Tstorm
Fri Jul 02, 2004 10:37 am
#44

- "Added options in the chat options menu to filter out chat from /afk players"

This is a great first step. Can we take another step though towards fixing the spamming problem? This filter is easily worked around (just put /afk in your macro).

The client knows it's running a macro and if the server doesn't I'm sure it could be told. Make it so the server disallows all /shout and /yell executed from a macro -- the only purpose /shout and /yell seem to have from macros now is spamming. I would include /say, /emote, and other closer range ones as well, but there may be legitimate uses for that in a macro which don't include spamming (but a user definable filter for that would be welcome too).

By doing this, it will help prop up the Merchant profession some (although there is other brokenness with Merchants that needs to be addressed as well). You could also encourage the use of an "auction" chat channel (which players could create on their own today) by making an /auction command in game (yes, players could /alias it, but the whole reason people use /shout and /yell now is because it's the most likely to hit the most players).

Spam at starports is very annoying and it has gotten worse. Please fix it!
Cyc66
Fri Jul 02, 2004 10:38 am
#45

Why don't you try testing things properly instead of pushing crap to the live servers.
Tricki
Fri Jul 02, 2004 10:53 am
#46

PSG's Lightsaber resists dont work - and - im not happy about it!


Details at:www.forums.station.sony.com/swg/board/message?board.id=armorsmith&message.id=55048#M55048



Tricki - Jedi Knight / J'zo - Master Shipwright
----------------------------------------------------------------------------------
Retired
theGauch0
Fri Jul 02, 2004 11:06 am
#47

I haven't tested it yet myself, but I'm hearing a lot of chatter from fellow riflemen that /strafe2 has been adversely affected. The claim is that the area effect seems to not be working properly and that even creatures who are hit by area fire (i.e., an "arm hit" label appears over them, etc.,) are not taking damage. Also seems to be a tighter cone of fire making it difficult to hit mobs other than the one targeted.

On the brighter side, however, thank you for animating this special, finally!



--------------------------
Olakazza
Enlightened Wookie
Defenders of Talus
annelid0
Fri Jul 02, 2004 11:07 am
#48

Badges: What's the deal with making everything so easy? First the POIs give everyone a waypoint to everywhere, and now the badge listing goes a step further and even tells you which ones you don't have. That's not exploration, that's following directions. As implemented, exploration badges are meaningless.

GUI: The red items are a bit confusing. Items with no listed condition are turning up red (ubese shirts, some surveying tools, etc), and yet clothing that's turned red remains equippable. I don't really see the point in having things turn red when they're still functional. On a realated note, wasn't the introduction of decay often cited as a way to bring added business to tailors? With everything equippable at 0/0 condition tailors don't get any benefit, so why does decay remain?

Vehicles: The mount/dismount toggle is a welcome addition, and repairs seem to be sticking as they should. I've noticed a lot more warping, however. It's true that if you come to a complete stop before mounting and dismounting warping isn't a big problem, but that's not always feasible.

General feedback: Nightsisters and other high level NPCs still only use unarmed autoattack when fighting (no melee weapons, no special attacks, no force powers). They lost their force powers in publish 7, and the fix that was supposed to be in publish 8 only succeeded in further weakening them by removing their ability to do specials. They remain broken with publish 9. They need to be a challenge again.

The automatic targeting of yourself with stims is wonderful, but does not work with a corpse targeted. It seems to work great otherwise.

Regarding the armor and weapon delays, while I can see the need for certain aspects of it to prevent exploits, it hinders many honest players as well. I can see two alternate solutions.

Armor delay: Make the delay remain during combat, and for at least 60 seconds after combat (similar to the timers used for vehicles and pets). Otherwise have it be instantaneous. There's no compelling reason you should have to spend a minute just to equip armor in your own home.

Weapon delay: Presumably the reason behind this was DoT weapons being stacked. Several publishes ago, the patch notes stated that only one DoT could be applied per player per pool. Obviously that didn't work, so it's time to fix it. It would be a vastly better fix than a weapon switch delay (which still allows stacking, just at a slower rate), and would not penalize the honest players who switch through a few weapons for valid reasons.



------
Ilykerrimo
Grumpy Old Pikeman
Masochistic Wookiee

VTmoon
Fri Jul 02, 2004 11:08 am
#49






Thunderheart wrote:

Welcome to the “general feedback” thread for Publish 9.We would like to hear your thoughts on the publish and how its affected the game in your opinion.Also, please post your feedback here on some of the Publish items that are not major features.



Some items we are particularly interested in hearing your feedback on are:





  • Character badges are now located on the "personal" tab of the character sheet in the middle box instead of the examine window

  • The Character Sheet now displays a list of badges earned by the player and also badges not yet won

This is pretty cool! But I wonder if in the future you guys can have a different color for badges that you can not get at all. For example some color for badges that it is possible for you to just go out and get (the way it is now), a color for badges that you can never get (like the Cries badges), and lastly a color for badges that you can get if you do something (switch sides on the GCW)



GCW



  • Fixed several fire rate problems with manual turrets.

This is awesome tested it yesterday, now they can't just spam enter for the firing rate to work.



GUI / Keyboard



  • Fixed problem with the GUI not updating XP totals when XP is gained or lost

My ranger exp is updating fine, had problems with it when I was doing it last week.




  • Items that are reduced to 0 hitpoints, show up as red in your inventory (unless it is equipped in which case it still shows up as an equipped item)

this is nice but was wondering if you still get benefitfrom enhancement (CAs/AAs) on those items with 0 condition...



NPC’s



  • AI improvements: on steep hillsides and cliffs, creature aggressiveness and accuracy has been improved

They still can run through walls... unless that is part of the AI getting some cool powers, lol.





  • Modifying /watch and /listen so that you can perform these actions while sitting on the ground

we still can't buff both at the same time for some reason... at least didn't work last night.





  • Master ID timer changes (a master outside the Image Design salon gets 1/2 time, a master inside the Image Design salon has no time required)

  • Fully decorated and added music all the Image Designer salons

I like the decoration makes it look nice but there is an art glitch with the couch in there, you always sit in it rather than on it.



Mounts



  • Enter/Exit vehicle changed to toggle

  • Vehicle hit points should now be saved properly when making repairs

  • Fixed vehicle orientation when traveling over water

  • Smoothed ground effect more when driving off of a cliff

this looks pretty cool now for me when driving of theed waterfalls, hehe.



  • Players can now use the radial menu, in addition to the previously working slash commands to enter and exit a vehicle while in combat.

the warping was horrible now though.


Thanks!





Armor/weapon delay wasn't mentioned.


I can understand the weapon delay but the armor delay is such a horrible thing to have. I was driving throguh dath last night fully buffed but had my armor off, so while driving a rancor knocked me off my bike, so first thing I did I hit my armor macro and got ready to fight but my armor helmet came on (first one on macro) by the time the chest plate came on (second one on the macro) my life was half gone. So, instead of fighting i started to run because I had no chance of fighting the rancor with no armor. my boots came on the moment I got incapped which was pretty funny, all this happened in like 20 seconds or so... With the way combat is right now a fight can be over in 3 shots if you don't have armor.


Honestly I can'thandle PvE because in order to use my specials I need to have the highest sub stats for regenwhich means no armor, but with no armor I can't last long. Which means I need to go find a doctor, dancer, nusician and a chef to even have a chance out there. The other solution is to become one of those hardcore players and have to play all the time to be able to afford the top notch stuff...






Mono Noke
.......:::: Proud ex-Leader of Oasis ::::.......
.......:::: DarkLord of The Troll Order ::::.......
.......:::: Colonel Of the Imperial Army ::::.......
- Bike Repair, Perfect LS Tools @ Crystal Oasis Dantooine, -4295 6915
Sammeria
Fri Jul 02, 2004 11:08 am
#50







  • Character badges are now located on the "personal" tab of the character sheet in the middle box instead of the examine window

  • The Character Sheet now displays a list of badges earned by the player and also badges not yet won

I do like this feture alot.



GUI / Keyboard



  • Fixed problem with the GUI not updating XP totals when XP is gained or lost

  • Items that are reduced to 0 hitpoints, show up as red in your inventory (unless it is equipped in which case it still shows up as an equipped item)

I noticed my lightsaber gettgin highlighted in red did not happend yesterday.




Mounts

  • Enter/Exit vehicle changed to toggle

  • Vehicle hit points should now be saved properly when making repairs

  • Fixed vehicle orientation when traveling over water

  • Smoothed ground effect more when driving off of a cliff

  • Players can now use the radial menu, in addition to the previously working slash commands to enter and exit a vehicle while in combat.

I also have the ruberband warping problem also sometimes.





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DustusNavar
Fri Jul 02, 2004 11:15 am
#51


Character badges are now located on the "personal" tab of the character sheet in the middle box instead of the examine window


Not that I've seen. When I examine players it looks just like it did before, a big looooooong list of badges.




Items that are reduced to 0 hitpoints, show up as red in your inventory (unless it is equipped in which case it still shows up as an equipped item)


Items that have no condition also show up red, such as ubese shirts and ubese bandoliers.



Vehicles/Mounts

snipaho
Fri Jul 02, 2004 11:15 am
#52

Thunderheart:


Could you please push to have a couple extremely annoying, yet non-game breaking bugs fixed each publish? These are bugs that are not going to ruin the game or cost SOE its precious subscribers, but that we've had to live with for soooooooo long (many months) and really, have just become sick and tired of them.It really makes me disapointed in the developers/management when they simply leave well known bugs in the game for months and months because they don't lose money/subscribers by not fixing it. Please, show us that you care about your customers and fix some really annoying bugs each publish.


Here are two that I, and many others, would like to see fixed in Publish 10:


1. Vehicle dismount bug. Most times when dismounting from a vehicle or mount our character is warped far away from where we tried to dismount, causing us to have to "hoof" it back. Given the number of people that use vehicles and the number of trips they make while playing, this bug is probably the most common annoyance in the game.


2. Harvester animations. While these may have been purposely disabled, we would like these to be re-enabled.Although harvesters are currently functioning correctly,a lot of people really want the harvesters to animate again. Having them stand still all the time detracts from the realism and immersion of the game world. If the animations were disabled because they created a lot of server load, make them controlled client-side, with the option to turn them off or on in the Options window.




It would be great if you could start a poll to see what the players think are the most annoying bugs and then deliver the top ones to the devs each month to have them fixed. I'm sure this would bring much joy to the player base and increase faith in the development team.



I will PM this message to you TH, to make sure you get it. You probably won't even read it, but at least I spoke up and tried to help make this game better.



- Anakis Seska -
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