Development Cycle Archive

Thread: Minefield Feedback

Coojo_Carwin
Sat Jun 05, 2004 3:44 pm
#53

Hmmmm...



Schizo of the Wookie Council
Crimson Pheonix Squadron
Eclipse
Ethen_Roe
Sun Jun 06, 2004 9:18 am
#54

YUP The update has done none of what it set out to do, and issued the galaxy with more problems.
(AGAIN)

FAILURES:
1. Mines still do nothing, As emntioned i can walk over them with nice explosions and it does bugger all to me.
2. Cant clone issue still here
3. Weponsmiths bugged, and couldnt craft, and crate items lossing stats.

NEW PROBLEMS:
1. Loss of option of placing mindfields in places other than faction buildings
2. I have done this, died during pvp, been baned from the closest cloning facility. so what happens is that you just get ressed by "GOD" where you are with no battle damage or item damage. GREAT
3. More lag
jonnyalpha
Mon Jun 07, 2004 4:34 am
#55


Same here, I just cancelled my subscription for the same reasons, horrible customer support. This minefield thing is a prime example, I never remember seeing long threads from players screaming for a mine fix, while customers are being ignored on such things as faction pets (I've read hundreds of posts from players wanting multiple faction pets back, obviously the Dev's haven't read them) and bugs that have existed for so long that people take them for granted. It's like a customer ordering a whopper and they go Ok, here's that chicken sandwich, how do you like it ??!! WAKE UP SOE!!!! WAKE UP DEVS!!! And to everyone who is going to sit around and wait for their issues to be addressed while SOE sucks up your money, enjoy your chicken sandwich.....
Squidwalker
Tue Jun 08, 2004 5:06 am
#56

I'm master ranger, and these issues I'm laying out have always been there, but maybe now we can get them fixed since mines are more useful.


1. if "avoiding" or "setting off" traps is based on the trapping skill, then how come at master ranger I always set some off?


2. If rangers are supposed to be the ones that can successfully "disarm" mines using the radial menu "disarm mine", how come I can't? Again at master ranger, I have to be right up on top of the little pole thingy to even get it to say "you have located a mine and attempting to disarm." The problem is, after 20+ attempts, I was always successful and the mines exploded on me.


What skill, if any, is this based on? I think that avoiding setting off mines while traverse over there should be based on trapping, and actually be a good percentage chance at capped trapping skill. Trapping should probably also be the skill "disarming" mines is based on. If this is not based on any skill, how the heck are to have a chance on doing this? Again, it needs to be a good percentage chance 75% or above at the capped skill.


Maybe the disarming skill could be something Commando also gets. /shrug, seems appropriate.





Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
jedhel
Tue Jun 15, 2004 4:24 am
#57


Minefields can now only be attached to factional HQs


A long time ago in...anyway i used to have a minefield outside my front door, when i moved i didnt place a new one due to realizing having a mine field somewhere other than near a base is lame.

Good call restricting mine field locations.



Jayareoh Boon:Gunslinger
Rebel Colonel
jed XIX



jedhelshop
Zalbocca
Mon Jun 28, 2004 7:37 pm
#58

I got screwed so many times with Mine fields lol im glad they were finally fixed.




gggggggggggggggggggggggggggggggg
gZalboccagggWOOKg g g Srotac g
gWOOK Leader gMos Kashyyyk g Jedi g

Aoro
Tue Jun 29, 2004 1:23 pm
#59

Yay
frylee85
Thu Jul 08, 2004 8:34 am
#60


Mines have been broken for months now, and minefields have been ineffective for just as long. Is there any reason to be hotfixing this relatively minor aspect of the gamewhen there are so many other broken systems?


This isn't really a complaint, just trying to keep faith in the devs having some sort of logical priority system.


How is this an unimportant system? We were told that factions would get perks for holding player-run bases, and mine fields may be the only possible way to do it! I think that is pretty important.


Extremly displeased, I use the minefields to keep the "riff-raff"out of my city. i logged in this morning and my perfectly placed minefield array of over 150 looked like swiss cheese. I personally purchased all these and placed 10 just a week ago. Leave them be, give them more damage.

Perhaps there should be minefields for Imps, Rebels, and Nuetrals. Those that are neutrals can attack only NPC's of the placer's choice. Just a thought.


I'll admit that the trap thing is not a game stopper, but neither is minefields. Bases and turrets, and covert/overt status are game stoppers for GCW. So why were these hotfixed and not our traps?


If mines are important in protecting a player base, then mines are important in the GCW.


I really like it. We've had people exploiting and abusing minefields on Bria for too long.


Agree. I'm on Bria too


I am dissappointed with this so-called "fix."


Notice a Rebel wrote that; figures


Way too strong!!! I had logged out in a base, and today walked out to a minefield. I was killed instantly in 65% composite by 5 rapid mines, not giving me any chance to use spice or foods or healing. They are WAY too fast and powerful, and give me no chance of getting out of a base (or in for that matter) without buffs. PLEASE rework speed, or at least minefield sweeping. I've attempted and failed over 250 times easily, and only twice have I found one, and both times they blew up in my face... Mine fields are approaching unbeatable without buffs, and this saddens me, as it forces a different playstyle then I personally like. Please please please rework the speed or effectiveness of mines, as currently there is no way to survive a casual walk past the post without getting hit rapidly for 200 dmg while fully armored. Thanks


Whoa. Have you ever stepped on a landmine? Well, neither have I, but they are supposed to be ridiculously powerful! I don't care if you're wearing tank armor, you aren't supposed to walk away. If your complaint is that the mines kill you, don't go near a base.


FIX THE DAM TURRET SPAM FIRST!

So the solution to bases being uber enough with turret exploiting is to add even more uber minefields? Great idea devs! Really put your mind to it there.

Agree. When they fix turrets and make them absolutely lethal like they should be, then we can have our bases and have some fun.


I am still not happy about the arbitrary erasure of so many thousands of FP worth of work. Nor do I care for the fact that we cannot secure areas of control away from faction bases with them.


Compensation would be nice.






Here's the way I look at it: Cities are not Factional HQ's. Get over it. If you want to defend your city with mines, set up an HQ and shut up about it. Cities were not designed for that. Mines should be completely lethal to anyone who steps on them. A random 2% survival rate would be nice. Those 2 % may still be able to crawl and that is all. But I do agree with some of the above quotes: FIX THE TURRETS! We cannot hold bases until that happens.








Frylle McIro
Commander of [merta
"A community is like a ship; everyone ought to be prepared to take the helm."- Henrik Ibsen
BelJames
Sun Jul 25, 2004 3:17 pm
#61

here's one for you all, just take the turruts out of the game. like gernades they serve no purpose. tru gernades made by a weaponsmith are decent, but even as a master commando over half of my gernades miss their target, or are ineffective. same thing with mines, heck i've walk away from so many minefields that i sometimes are suprised when one blows infront of me! not to mention that most WS's dont wast valuable resources on mines, so u have to get them through faction. so you end up with a high maintance defensive weapon that is largly left empty most of the time.


totally useless? i would say YES!



Calvin' De'Coin
Dark Jedi
Hobbies De'Coin
Jedi Bounty Hunter
BelJames De'Coin
Professional nOOb
Sc0rPs
Mon Aug 02, 2004 10:45 am
#62






Thunderheart wrote:







All existing mines and minefields will be deleted so that all new minefields that are placed will be effected by the new faction base rule.




Players should no longer be able to clone at facilities in cities from which they have been citybanned.


Minefields will again blow up when you walk on them.


Minefields can now only be attached to factional HQs.


Mines must be removed from a factory crate before they can be donated to a minefield.




* Do you see an improved performance?


*Are /citybanned playersforbidden from cloning centers in which they do not have access?


* Can you place minefields only near Faction Bases?


Thanks!



Message Edited by Thunderheart on 06-02-200403:15 PM







Hi Th,


There has been no noticeable improvement in minefield performance other then they do go off when an enemy player is close to them.


Cityban players now just clone beside the cloner instead of inside when banned. This resets them to covert and they just come back, since scanners are not working we are unable to do anything until they start beating on some factional defense.


Minefields not only cannot be placed near an HQ but the existing ones that used to be near them vanished.




Where's the Star Wars!?

GCW Wish List!


Proof the Empire is the good guys!

Colonel Galdwin
Scouty_McScout
Wed Aug 25, 2004 1:37 am
#63

intersting



Enigma - Jedi Padawan
Valeska - Bounty Hunter
Scouty_McScout
Wed Aug 25, 2004 1:38 am
#64

oops



Enigma - Jedi Padawan
Valeska - Bounty Hunter
Malonesa
Tue Aug 31, 2004 3:09 am
#65

How bout they just make them cheaper?



Malonesa
Page 5 of 5