Development Cycle Archive
Thread: Weekly Roundtable Discussion (Week Ending 3-15-04)
CommanderRyalis wrote:
About the Droid customazation:
I have aR5 unitthat I asume was custamized before I bought it, and every time I call it I get the message "your droids customazation has compleatly faded away" and it ends up being a random set of colors every time I call it.
been about 9 months and counting....i get it for a droid i bought BEFORE you could paint them so its never been painted....but for the better part of a year i anm greeted with that message everytime i call him...
i think that issue has been moved to the we cant really be bother so live with it file
Thanks for reply TH. I'm very pleased that scanning activity will go up in Pub7! Yay!
KiIIgore wrote:
irriterate
Talk to us Wookiees!
FaceInTheCrowd wrote:
KaernLegorah wrote:
KiIIgore wrote:irriterate
Given that "irriterate" isn't a word in any way shape or form, can somebody tell me what the crap he said???
It looked like he meant reiterate.
Actually, I think he replaced some Ls with some Rs. It's very likely he meant to say "illiterate".
Ocu_Lus wrote:
I've got a quick question.First, the new Geo lab is awesome, I made it to the bottom with a rather large group and the Acklay is cool. The TKM that was constantly beating on the thing looted some venom and gave out some to a lot of the people there. My question is,a lot of BE's were assuming that the "Secret Research Data" would be found somewhere in the Geo lab, but no one has found it. Is it in the game at all? A simple yes or no would be fine with me, it would help stop the "What's the secret research data and where can I find it?" threads in the BE forum. If we know it's not in the game, we can quit looking, but if it is, I'll start doing a lot of quests for scientists. Thanks.
Help me out here. I havent been through the dungeon on live. What is "Secret Research Data" and why do you think its in the bunker? Did the herald tell you that?
TH, this is rather disappointing, but none the less I haven't seen ifanyone has responded back to you, so if it has please forgive me. The Research Data is a new add-on for BE tissues. Much like our crafting process, no one has any real idea what it is, or how it works. We (being the BE boards) thought that maybe there would be something the Geo Bio Lab that would give us a clue. Silly us. I am curious as to why there is nothing in a Bio lab that a Bioegineer can use? Or is it there, just an ULTRA rare drop? If you're curious as to what we're talking about, please feel free to drop into the BE forum sometime. I know you get that alot (come to this forum, to that forum) but it wouldn't hurt
Anyways, What about this crafting nerf? Why is it coming to be, and who wanted it? So far from all I've sen the crafters are VERY upset about this, even those that exp doesn't matter to or only have one line to exp on. Did y'all (SOE) realize that this would sevearly cripple and aggrivate the weaponsmiths, armorsmith, BE's, etc..etc.. to an extreme degree? Is there a chance that this would not go in, considering the outcry from all the crafters?
And talking about the crafting process, the notes talk about jedi's not loosing looted components in crit fails. What about the weaponsmiths that use Krayt tissues, the armorsmiths and their looted components, and the BE's with their DNA samples? These are just as rare and/or unique as a pearl, or anything else in the game, and can take tons of time to try to get (try sampleing a mutant rancor
) How bout some love for them? But that might be best for an in concept thread.
Thunderheart wrote:
Guys - - the FS slot has not been turned off...
MathiusStonehammer wrote:TH, I'm a long time listener and first time poster
. My questoin pertains to wookiees andarmor. Now, i PVP very often, sometimes for hours a day and i waswondering if the devs have come up with something in regards to wookiee armor. I am a TKM / Master Brawler/Master Fencer and can take a pretty good beating but nothing likesomeone in full comp can take. I have no ranged mitigation (by choice) nor does my human buddy that i PVP with and he can take blaster fire MUCH longer than i can and we have almost the same template, his armor just sets him above me. If the two of us sqaure off and go TKM vs. TKM i can beat on his comp armor all day with VK's and hardly make a dent while at the same time he is hitting me for full damage. I have thought a lot on this issue and have serveral ideas.
1)Give wookiees a natural armor rating that willcompare in someways tocrafted armor. For one, i think a wookiee should have very high kinetic defense but possiblyvuln to heat. Don't make the vulnerablitystun damage, because thatis a rare type of damage and due to the fact thatit will be a natural armor, the vulnerability should be a somewhat common type of damage. Maybe even a few vulnerabilities like heat/electricity/blast. That would nearlycover a weapon in every classes arsenal.
2) Allow Armorsmiths to craft wookiee armor. Personally i don't like this idea due to thefact that wookiees are supposed to be naturally stronger than other species but if natural armor isn't going to happen then this is the only other option i can think of.
Thanks for listening TH, hope my input helped. If you need a wookiee helperin this issue let me know.
woolie
Valcyn
Proud member of the 20's club
Thanks Mathius. I'll be meeting with JustG, Blair and Runesabre later this week to talk about some more changes to the wookiee armor situation. Ill have a post afterwards, I'm sure
It is good to know that you guys have atleast noticed this matter but PLEASE give us a solution soon. We have , in a sense, been broken since launch. I've lost count of the number of times that even my opponents have told me that the reason i've lost in PvP is because i'm a Wookie. How crazy is that?!?
Also, you posted in the Core Systems I believe saying that you guys already had a lot of love planned for us Wookies, including some surprises but that you couldn't reveal anything yet. This was a couple of months ago. What happened with all that stuff???
Please do not give us a temporary 'fix' like AR1 because that does nothing. INFACT, IT IS WORSE! There have been plenty of posts in the Core Systems forum which shows that, since most weapons can penetrate AR1, the damage we Wookies will take will be much worse that us having no AR rating at all!
If you are going for the innate armour, then please do something like AR3 so that the damage we take will be relative to someone who wears good armour. Also, resists would be a great idea. We're not asking for the crazy 80-90% resists that are there on Composite armour. Don't make them very low (like the awful resists on Marauder armour) as that won't really serve a purpose.
If you are going to go the route of craftable armour you should first know that it is NOT something that goes against the continuity. There are posts in the Core Systems forum that show that. Some examples are Chewie wearing some kind of BH armour in one of the EU books, Wookies wearing armour are to be seen in Episode III apparently, Chewie wearing armour in the original script for the original trilogy, Wookies wearing armour in some of the other SW games. Also, no where does it say that Wookies CAN'T were armour.
You should also realise that one of the benefits of creating craftable Wookie armour is that there will be new demand for Armoursmith services which is the kind of interdependence you guys have been striving for.
I realise that you guys have a lot of issues to deal with but this should be a MAJOR issue for you guys to deal with because we Wookies are BROKEN! The extra HAM that we have does nothing in relation to even half-decent armour. We need a fix and we need it bad. Not a half-measure like AR1 or Marauder armour but a proper solution.
Please help us as all we're asking is to be on a level playing field with the rest of the player base.
Thunderheart wrote:
Guys - - the FS slot has not been turned off...
MathiusStonehammer wrote:
TH, I'm a long time listener and first time poster
. My questoin pertains to wookiees andarmor. Now, i PVP very often, sometimes for hours a day and i waswondering if the devs have come up with something in regards to wookiee armor. I am a TKM / Master Brawler/Master Fencer and can take a pretty good beating but nothing likesomeone in full comp can take. I have no ranged mitigation (by choice) nor does my human buddy that i PVP with and he can take blaster fire MUCH longer than i can and we have almost the same template, his armor just sets him above me. If the two of us sqaure off and go TKM vs. TKM i can beat on his comp armor all day with VK's and hardly make a dent while at the same time he is hitting me for full damage. I have thought a lot on this issue and have serveral ideas.
1)Give wookiees a natural armor rating that willcompare in someways tocrafted armor. For one, i think a wookiee should have very high kinetic defense but possiblyvuln to heat. Don't make the vulnerablitystun damage, because thatis a rare type of damage and due to the fact thatit will be a natural armor, the vulnerability should be a somewhat common type of damage. Maybe even a few vulnerabilities like heat/electricity/blast. That would nearlycover a weapon in every classes arsenal.
2) Allow Armorsmiths to craft wookiee armor. Personally i don't like this idea due to thefact that wookiees are supposed to be naturally stronger than other species but if natural armor isn't going to happen then this is the only other option i can think of.
Thanks for listening TH, hope my input helped. If you need a wookiee helperin this issue let me know.
woolie
Valcyn
Proud member of the 20's club
Thanks Mathius. I'll be meeting with JustG, Blair and Runesabre later this week to talk about some more changes to the wookiee armor situation. Ill have a post afterwards, I'm sure
do NOT give wookies natural armor comperable to crafted armor, light AP is fine, but they should not have higher than 30% resists to anything, they will have no encumbrance to go along with this
DVader539 wrote:
DVader539 wrote:
LLJK_Griz wrote:
If that is true, then why did the Tusken start off as kinetic and then mysteriously change to another useless energy rifle around publish 4? Why has it taken this many months of weaponsmith and rifleman correspondents complaining before we got ANY response on this?
Thunderheart wrote:
DVader539 wrote:
Here's a real, real, real simple fix for you.
Spraystick is supposed to be Acid damage
Tusken Rifle is supposed to be Kinetic damage
T21 is supposed to be Blast damage
The correspondents and I have looked at this many times. Sorry, but its not an easy change. Damage types have a relationship to damage and by changing the damage type, it also changes the damage modifiers (numbers) and throws them out of whack. This is something Im checking to see if we can address in the weapon balance part of the larger combat balance, but I don't know what the answer might be. And in any event, concentrating on these minor things before the weapon balance isn't productive. We'll want to look at things when the combat balance is on TC.
First off, thank you TH for a response to this issue. Before you read anything else in my response, please understand I am directing no anger at you, since I know you are only fielding the question, and are not responsible for the error nor ignoring the error.
With that said, LLJK_Griz makes a very valid point. If it's not an easy change, then how did the Tusken Rifle change it's damage type? If it was unintentional, then I'd like to meet the unlucky guy who by-mistake did the complex job of reprogramming it. If it was intentional, then I'd like to meet the doofus who went to all that complex work to screw up a weapon. Or is this a case of "if you had a dozen programmers sitting at a dozen terminals typing randomly, in twelve days they would reprogram a complex variable of this game"?
of course that last one was a joke. I hope...
Finally, what bass-ackwards logic made the Dev team make a weapon's stats not variable-entry based? That being, a weapon's code is a string of numbers, each number representing a stat. Like 1=energy damage, 2=heat damage, 3=kinetic damage, etc. Then a seperate function takes certain numbers during a fight and puts them through an equation set to figure out damage and such. If the Dev team made it any more complex than that, then please hire my service of logical thinking. I'll sell you my services at a good price since I'd enjoy making this game better. (p.s. I'm serious.)
I'm also curious as to how this is too difficult to change right now. And it is quite an important issue to bring up before the weapons balance because it has been an issue for...let me think now. About 4 months has it been? Maybe even longer then that. With the exception of the jawa ion rifle (stun)and the SG (cold) we have energy as our damage for every single other weapon in game. I don't see how asking for 3 more is that unrealistic especially when those 3 "extras"are what we had at launch.
Actually now that I think about it...is the T-21 supposed to be blast? I thought it was always energy. So that means we just need you to fix 2 of our weapons so congrats, your workload is a little bit less.![]()
DVader539 wrote:
FaceInTheCrowd wrote:
KaernLegorah wrote:
KiIIgore wrote:
irriterate
Given that "irriterate" isn't a word in any way shape or form, can somebody tell me what the crap he said???
It looked like he meant reiterate.
Actually, I think he replaced some Ls with some Rs. It's very likely he meant to say "illiterate".