Development Cycle Archive
Thread: Weekly Roundtable Discussion (Week Ending 3-1-04)
Thunderheart,
I'm really concerned that player cities are kill the GCW. They do this by providing services that make the need for factional bases obsolete, and factional bases have been a center piece of the conflict between Imperial and Rebel forces, at least on our server.
I've included my post on the subject from the GCW forums. What, if anything can be done to address this issue?
Thunderheart wrote:
Rorenikibi wrote:
Just a note on some CH bugs, they follow literally on top of me. I cannot even move a meter out of the way and they will move right on top of me.
I had to tame a giant veermok to have a mid level tanking pet tall enoughthat doesn't come to rest with my head stuck in its rear...
Also still having problems with pets staying on the attack.
On the Pet sitting on top of you thing, we'll have that worked out soon. On the pet tanking issue, what was the pet and did its personality change? Some pets are "cowards"...
Cronuss wrote:
In light of the talk about smugglers lately with the crackdown issues, I would like to bring something up.
I think it would be a great addition to the profession if some unarmed skills were added to the dirty fighting line.
Unarmed skill is required to attain novice smuggler, but never used thereafter.
We could add in some cheap shots or something.. nothing too powerful, but stuff to add viability, RP, and fun!
Cronuss - - why do you not use unarmed? I'll see if anything can be done though.
Nerj wrote:
1) What happened to the species discussion?
2) When are the 10 questions asked of the profession to be answered?
3) When are we going to hear more about the combat balance?
1) Its
Last night I participated in my first base destruction. I had quite a bit of fun but I wanted to offer a couple if suggestions.
- Players that override a terminal should receive a faction point reward when the base is destroyed. The size of the rewards should be a value relative to the size of the base.
- Have the base actually explode rather than just disappear.
- Have everyone within 64 meters of the base take damage from the explosion. It would add an element of risk to the last few moments of the countdown.
Questions you can easily answer:
- Will people working on the current system be allowed to unlock using the current system *AFTER* Publish 7 if they so choose? YES or NO
- Will those people who have exceeded the design specs regarding average number of hours/professions to unlock FSS have their FSS automatically opened (re: those unfortunate bastards that have done 20+ professions)? YES or NO
- Will those who have completed Holo 1-4 be given a quest to reveal the silent holo? YES or NO
- Will those people who have completed X number of professions beyond the 4th Holo be told their silent profession immediately (no quest required, possible add on to current Holocron functionality)? YES or NO
Personally I would like to see these questions answered.
Until a short while ago, the command /wayp johndoe would give me a waypoint at johndoe's current position. That was extremely useful to find people in a crowd or in the wild. That feature was quietly (I think?) removed these days, and I can guess why -- it was all too easy to use it to pinpoint the position of an enemy or BH victim.
I still miss finding friends, though, it was a great feature. So my suggestion is: if I ran the command above, it would only work if I am on johndoe's friend list. That way, people who know each other can meet easily (without sending numerical coords).
There are other alternatives, of course, such as:
- /locate johndoe -- a window pops up for johndoe, "Saphkosh is trying to locate you. Accept? (Yes / No)". If "yes", I get a waypoint to his position.
- /sendcoord johndoe -- "Saphkosh is sending you his coordinates. Accept? (Yes / No)". If "yes", he gets a waypoint to my position.
Another thing I'd like to see is a way to spot a friend as a different-colored blip on the radar (like it happens with groups). Would also help a lot with the problem above.
Rorenikibi wrote:
Just a note on some CH bugs, they follow literally on top of me. I cannot even move a meter out of the way and they will move right on top of me.
I had to tame a giant veermok to have a mid level tanking pet tall enoughthat doesn't come to rest with my head stuck in its rear...
Also still having problems with pets staying on the attack.
Cronuss wrote:
In light of the talk about smugglers lately with the crackdown issues, I would like to bring something up.
I think it would be a great addition to the profession if some unarmed skills were added to the dirty fighting line.
Unarmed skill is required to attain novice smuggler, but never used thereafter.
We could add in some cheap shots or something.. nothing too powerful, but stuff to add viability, RP, and fun!
Nerj wrote:
1) What happened to the species discussion?
2) When are the 10 questions asked of the profession to be answered?
3) When are we going to hear more about the combat balance?
1) Its still happening on the Core Systems boards as far as I know. I have Kstarfires list and I'll get it addressed as soon as Im able.
2) Slowly and surely. Im hoping to get 2 or 3 out this week.
3) As soon as Im able, I will provide details as soon as I can, though I have made a couple of posts on the subject...
Meplorium wrote:
There is a very nasty factory bug where the factory's output hopper gets 'full' any where from 40-80 items. When this happens it shuts down the factory. This may be caused by ghost items that game thinks are in the output hopper but were removed or some how experimentation on factory storage size that doesn't works some how got turned on with the lastest patch. This is a very distruptive bug and is difficult to work around. You can remove crates from the output hopper and place them in the input hopper. However when you are making servers subcomponents you run into storage problems. This is becoming a game stopper for crafter and needs to be hot fixed.
Another issue is Dantoonie and Lok. These are advanced worlds that many people populated with cities. However the servers were never set up to handle that level of population. Now they are very laggy and unplayable at peak times. This is a game stopper. Althought the nightly crash problem was fixed, the horrid lag is still there. What is currently being done about the lag and when will it be done?
Thanks
Ragnaat wrote:
A few items to note, spanning a few forums and a few threads In Live that I think are worth directing your attention to:
1. please look at possibly broken new chef foods (smugglers delight among them) see chef forum and smuggler forum.
2. please address buff window bugs including the death bugs and certain items not appearing (powerboost, pre-patch fishak)
3. please address the smuggler correspondent opening (i'd give it to Kav if he's up for it, but Smuggler_Caylin should be in consideration as well)
4. There are a few items folks are reporting as invalid when pulled from crates (pre-nerf fwg5s). Was this intentional on the Devs part, or a bug that crept in?
5. And on a much more upbeat note, as a wookie I just have to say a HUGE thanks to the team for Synthsteak!
1. There is a lot of confusion on the chef issues. There is a crate issue and a container issue thats known and in progress. Other than that, we are good to go. I logged over 35+ game hours thiss weekend on three different servers and everyone loved the chef stuff
Zox wrote:
Any chance of getting an official statement on whether or not the FSCS qualifications have been changed? Although it was stated that no changes would likely be made until publish 7, there are many many rumors and accusations of stealth nerfing be made on several threads throughout the forums.
It has NOT been changed, though there is an important piece of the puzzle that isn't realized by most players...
RotorofCorRng wrote:
Are the professions "10 Questions" thingie a forgone idea?
How about Top 5 issues?
Sharlathea wrote:
Don't get me wrong, I'm not intending this as a "nerf commando" deal. I just think that the way experience rewards are calculated are a bit off. I also think is way to easy to get commando exp, and that maybe if it weren't so easy, fewer people would be willing to make the committment.
Thats a sharp observation. Its also why the DoTs were changed too. Commandos are still getting some pretty good XP, but the change is on the damage from the flamethrower and not the DoT. As far as XP, its related to how much damage is done. Some of those high level commands with sliced flamethrowers can do a LOT of damage and thats where the difference comes into play.
speardancer wrote:
Vehicle bugs on live.
1) all vehicles are now coming with 1500 HAM. Bug or Stealth nerf?
2) coloring kits not 'sticking' for some people.
The HAM things will be fixed ASAP. It got whacked with the publish.
EV500 wrote:
I know this is a long shot, but is anything going to be done about ranger traps? Will they ever have an effect on CH pets or other players?
N'Rass, DeltaXi65 and I have talked about. I know its a player desire, but its a rticky design issue. Anytime one player has the ability to effect other players
Phramrex wrote:
I tried the Borvo quest back when it was bugged. Well I went and tried it again after this latest patch and found out that I still can't do the quest. I thought that the quest was reset for thoughs of us who did it during the time it was broken. TH can you confirm that this was fixed or are dev's still having problems with this issue. Thanks!
I played it this weekend and got my Polished Krayt Skull with no problems
The quest was a blast!
Scorus wrote:
Dang it, they nerfed Thunderheart mid-sentence...
Scorus wrote:
Dang it, they nerfed Thunderheart mid-sentence...
He was going to release some real information so SOE had a hitman come kill him. Hes sitting at the computer right now with an arrow in his back.
WOOOOOOOOOOOOOOOOOOOOOOOOOOOT
WE GOT A RESPONSE
Sorry for the overdone enthusasism but omg I have been waiting for this. I hope its just we have 5/5 instead of 5/6
Thank you for anwsering ThunderHeart I really appreciate it and I am sure others do as well.
hothype wrote:
Scorus wrote:
Dang it, they nerfed Thunderheart mid-sentence...
He was going to release some real information so SOE had a hitman come kill him. Hes sitting at the computer right now with an arrow in his back.
Hey i cant edit my message. pooy
1) Any sort of formal update on Armorsmith issues? Have we ever had a Top 5 response? Missing stats from segments/layers, GDK scale drops, shifting stats on PSG, Tantel, RIS.
2) Can we expect new mounts or vehicles anytime relatively soon?
3) Will the Aqualish Cave badge be fixed so I (and others) can get our Master Explorer badge?