Development Cycle Archive

Thread: Weekly Rountdable Discussion (Week Ending 1-18-04)

brmatty
Fri Jan 16, 2004 7:37 am
#560



At first I thought I'd like these new forums, but I that is not it. I preferred the SWG Discussion board that is where I looked for my information. It is not possible with these new formats to get the same kind of information. This threed is so huge that I don't want to read through pages of stuff in no coherent order. I understand the organization may be better for the devs, but I don't feel it is for the player community.



In case you haven't noticed yet, TH actually posted again, but doesn't show up in the DEV Tracker

http://forums.station.sony.com/swg/board/message?board.id=csystems&message.id=2024&page=2


I look at Dev Tracker and I see more responses from Pex than TH, is the dev tracker broken?? Does it not find all the posts by the Devs??I'd greatly appreciate a reply on why these are not showing in the Dev Tracker.


And another issue, my plodding falumpaset a level 10 pet before the vehicle launch is still a 1(-1) in my datapad - another issue that I feel is being ignored (I've bugged so many times and have no response, and that makes me want to give it up!!).

brmatty
Fri Jan 16, 2004 8:05 am
#561

Hey, I think I may have found a new place to review - it may be what we are all looking for as a replacement for SWG Discussions. It is a new category HIDDEN under PROFESSIONS called: Core Systems. Here is a link to the opening Post of that forum.


http://forums.station.sony.com/swg/board/message?board.id=csystems&message.id=663


It reminds me very much of the SWG discussion. Check it out - I know I will. If it is like SWG Discussion was, I will be quite pleased.

Xenothaulus
Fri Jan 16, 2004 8:13 am
#562

Anyone else bored with rain and sandstorms? Can we have snow in the northern regions? Tropical storms in the southern ones? (Just double the rain and thunder/lightning effects.) It'd not affect gameplay, but it'd be a great atmospheric addition. (That's a pun, see? Atmospheric, weather, eh? EH? Is this thing even on?)



Xenothaulus Questor
iTunesRegistry.com: 2,938 tracks, 3.357 diversity
maddog0606
Fri Jan 16, 2004 8:20 am
#563

Just in case you all aint seen this (thanks to the CH forum and Vertxon):


http://forums.station.sony.com/swg/board/message?board.id=csystems&message.id=2167#M2167





Thunderheart wrote:


As many of you may recall, you guys had a really big long thread on this in “Thunderheart and why camps are required to call mounts" back on December 4th. (I know because I do keep track of this stuff.)



It’s an important issue and it’s a really fundamental design issue. It’s not a small issue. Some of the biggest exploits are pet calling and storing in strategic combat situations (which is bad) and there are some other problems to consider, but you folks kept at me. There were many positive, well thought out posts and that is always what sways me.



So what I did was go back to the source and sent Raph an email and we challenged each other. After our email dialogue, Raph took some time, logged into the forums and read through the thread. He reviewed the existing design and his exact words were, “yeah we should probably remove the camp requirement because of the post-launch changes made to the game”. I brought the issue to the team with compelling arguments and I stressed that this is a very very important issue to the community and we are changing it for Publish 7 (that isn’t this publish, but the next).




· A player will not be able to call a pet/mount/vehicle while incapacitated or dead.


· A player will not be able to call a pet/mount/vehicle if they are at or exceed their max level limit or number of type limit for that classification of follower.


· A player will not be able to call a pet/mount/vehicle while indoors.


A player will not be able to call a pet/mount/vehicle during combat or 60 seconds after combat is concluded (For technical reasons, it has to be 60 seconds to prevent certain kinds of grief).


So there you have it. You said you wanted it changed, it’s a change that’s good for the game and its changed


(Expect this change to go in effect in Publish 7 which will be mid-to-late February)


Kurt "Thunderheart" Stangl Assistant Community Relations Manager








I should do the world a favor and cap you like ol Yeller
"Weird Al" Yankovic, songwritter, Philosopher, Man about Town.
Arnwald
Fri Jan 16, 2004 8:27 am
#564

Hello,

we could use a very small tweak of the /waypoint feature.

Could it be : /waypoint xxx yyy "my waypoint name"

This way we could macro our waypoints per planet, type...

Then, when we hit a planet we delete all our waypoints in datapad and use the actual planet WP macro. It would help a lot thoses of us wich have lots of wp on paper...

Even a delete all (or multiple selected)wp in actual tab feature would be nice if associated with the above tweak.

Last word, ty for the POI tab, helped most of us to delete a few WP from datapad
maddog0606
Fri Jan 16, 2004 8:43 am
#565

I have a feeling that this is the view of Customer Service for a lot of people on this forum:


http://www.gucomics.com/archives/view.php?cdate=20040113




I should do the world a favor and cap you like ol Yeller
"Weird Al" Yankovic, songwritter, Philosopher, Man about Town.
Azton-Cobalt
Fri Jan 16, 2004 8:53 am
#566

Wow, I've got to say that after reading this very random post all week that I was getting very frustrated with the new way the Devs are communicating with us. The repetition, lack of focus, and lack of response here was a bit depressing. Now that I've found out that TH's posts are not showing up on the Dev Tracker and that there is a Core Systems forum that is not properly visible from the main page, I'm a bit less upset. But these 2 items should have been communicated to us as soon as possible. I think it would have made this thread in particular less negative and more helpful, which was the original intent of re-doing the forums this way.



Azton Cobalt - Master Doc / Novice Idea Guy - Kettemoor



Random Idea #2: Player Crafted Racing Parts
brmatty
Fri Jan 16, 2004 9:00 am
#567






Azton-Cobalt wrote:
Wow, I've got to say that after reading this very random post all week that I was getting very frustrated with the new way the Devs are communicating with us. The repetition, lack of focus, and lack of response here was a bit depressing. Now that I've found out that TH's posts are not showing up on the Dev Tracker and that there is a Core Systems forum that is not properly visible from the main page, I'm a bit less upset. But these 2 items should have been communicated to us as soon as possible. I think it would have made this thread in particular less negative and more helpful, which was the original intent of re-doing the forums this way.



Azton-Cobalt, thank you for such a positive response. I rarely post and I was really getting quite perturbed with things. So, I took matters into my own hands and looked and spent many hours trying to figure out how to do things now without the SWG Discussion. I've been looking through the Core Systems, and I am finding it helpful.
Naufragus
Fri Jan 16, 2004 9:06 am
#568






maddog0606 wrote:




Thunderheart wrote:


So what I did was go back to the source and sent Raph an email and we challenged each other. After our email dialogue, Raph took some time, logged into the forums and read through the thread. He reviewed the existing design and his exact words were, “yeah we should probably remove the camp requirement because of the post-launch changes made to the game”. I brought the issue to the team with compelling arguments and I stressed that this is a very very important issue to the community and we are changing it for Publish 7 (that isn’t this publish, but the next).









ok i am happy they finally made the right decision, even though the logic they where using was from another galaxy.


what really, really really really bugged me is KOSTER was involved.


why is Koster involved in any way with this game. I thought we where rid of him.


It makes me wonder what influence he still has and what other areas of the game he is still working on.


His removal from the project was the only thing that kept me playing past July.

SWGKiria
Fri Jan 16, 2004 9:43 am
#569

Why is it that when I'm attacked by an NPC or creature and I go across water, I have to swim (which is slower) but they run on the bottom of the lake, pond, whatever as fast as they do while on land?
RazorBlade79
Fri Jan 16, 2004 9:47 am
#570

Heh, since 2 guys on this page posted nearly the same what I posted on page 24, I will post this tidbit of info here in XL, so everyone has a chance to see it:

SWG General Discussion is dead, long live SWG General Discussion aka Core Systems.


Found here:
http://forums.station.sony.com/swg/board?board.id=csystems

I wonder why they reintroduced it under a different name in such a hidden place. Probably so that all the whiners don't find it when coming to the forums. I didn't even see an announcemant to it. But it is about everything except what fits into trade and professions or PvP, for me that's what GD was about.

Now we just need the DEV's to use this forum here for useful things like focused threads where they actually participate.



___________________________________________________________________________________________________________
Quick fixes to make the game fun now: NPCs using weapons and special attacks, reduced resistances on all except faction armor and percentbased encumbrance, faction armor craftable with improved resistances with limited use schematics from recruiters, no permadeath for faction pets, doc buffs percentbased, fixed BH mission payouts, more imperial crackdown activities, replace SBDs on the corvette with high ranking NPCs, reintroduce a Jedi TEF, reward overt players with improved payouts and faction gains
How to be a successful newbie
Whil Grey #2 #3 #5 #4 #6 - My character's screenshots of the day on SWG.com
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Wepps
Fri Jan 16, 2004 9:53 am
#571

I agree RazorBlade79, only because it is helpful knowing what 'box' my thoughts should remain inside. Posting creative ideas which go outside that box, are a waste of time and space. The helpful part is knowing whether we are barking up the wrong tree hehe.


This is where developer feedback comes in handy. There are still flaws, but knowing what the developers are thinking is very useful, so that we can apply our minds to enhance theirs in a way in which creative solutions are more efficiently arrived at.


One example was a recent statement made, which basically said that Imperial searches could not possibly take place, since the code would lag the servers beyond what they currently are experiencing. Moving on this statement, I pointed out in one Smuggler discussion, that it was simply not forthcoming. Within a day of my making that statement, they announced Imperial searches WOULD take place in the future, under the same code system as Covert Scanners are implemented. A creative solution was found.


It would most likely have been found sooner, if we knew that they were pursuing a solution to this problem. We could have been involved more directly, then, and somebody may have made a statement which jogged the creative aspects of the developers' minds.


Feedback is important in this respect. It offers a better change of solving creatively, and efficiently, those problems in the game at this time.





------------------------------------------------------------------------------------

"And those that pray for dew at the desert's edge - shall bring forth the deluge." - Dune, The Preacher

Live from Tikrit


nofxslaugt
Fri Jan 16, 2004 10:18 am
#572

It's 9:17 AM on a Friday. Do you know where your devs are?



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