Development Cycle Archive

Thread: Publish 9 Feedback: General Feedback

GhettoGnome
Fri Jul 02, 2004 11:39 am
#53

The only thing that i have a problem with is some of my armor has been disabled even though the night before the patch i still had over 11,000 lefts on its condition..


Same thing has happened to some of my roommate armor and he just bought it a few days before patch and only used it once but 2 of his peices have been disabled....


This wouldnt be so bad but we both have really good skill attachments on these peices of armor...


Is there anyway for those of us who's armor has been disabled that we can have a CSR remove the attachments and give them back to us if you cant return the armor to how it was before patch.



Other then that i like the new patch so far
kurac
Fri Jul 02, 2004 11:42 am
#54

Normally I dont reply to feedback, but this has really gotten to me. The armor/weapon delay is killing me...litterally. There are many times that while I'm fighting without armor and try to put it on. The delay takes longer than expected. At times ithas also stopped me from attacking, bascially leaving me open to attacks without me hitting back.


I understand the issue with weapon switching with the mulitple high DoT weapons being used. The weapon switching seems to be less of an issue. It does not stop me from attacking. But if the weapons are availble to our use, why should we be punished for using them? Definately does kill the hybrid profs!


But the most frustrating thing is that I have no clue if I equiped the armor or weapon properly. I have equiped the wrong weapon and needed to switch back to the correct one. Same with armor, I have taken armor on and off a couple times in a row because there was no telling if my equiping has registed. This again takes up more time before i can get back into the fight. If it wasnt for the high buffs available I would be dead in almost all of these situations.



The armor delay seems to be directly linked to jedis abusing the comp armor/force power thing. Please do not punish the rest of the fighting classes for the supposed rare classes actions. Make the armor delay jedi only!
Mithicle
Fri Jul 02, 2004 11:54 am
#55

Badges - POIs should beempty when you startbut tradeable when you have found one. This will encourage dialog and trading with others to build up your POIs.


Weapon/Armor - Terrible solution...Please listen to the player base and find a more appropriate solution.
Lagon_Flood
Fri Jul 02, 2004 11:55 am
#56


This Jedi being everywhere IS getting way out of hand.


Everyone always said there won't be mega Jedi running around, that they would be hidden and mysterious.


Well, look what we have now.


I did want to be a Jedi once. Even four years ago when the development for this game trickled out into the public. But I wanted my Jedi charachter to be hidden, hidding from Vader, knowing that He was coming for me. This was years ago mind you, when they had the Permadeath in, where they said it would be really hard for Jedi, and if you made it to master, you'd be a blue glowie and such. Heck, this was even when they had *gasp*, corpse runs.


I did try to become a Jedi, and I use that word try very loosly. I did my four holos, and one or 2 easy professions, and stopped there. Between school and married life, I didn't want to spend my alternate life in the Star Wars Universe simply grinding. I want my charachter to be all he can be. I joined Star Wars Galaxies on launch day. And sometimes I think, there are more MMORPG gamers that play this game than TRUE Star Wars fans play.


Anymore, all you hear is about I'm switching to this MMORPG, or they did it this way in this game. Well, I frankly dont' care aboutother games. It's just like you said Thunderheart, "Star Wars Galaxies is the game for me". Star Wars Galaxies is my first ever MMORPG, and will be my last, simply because it's Star Wars. I play nothing but Star Wars games.


I came to galaxies to live the life of a brash pilot, who works for himself (aka Han Solo), although serving the Empire. The only thing holding me back is the space expansion. But after the publish the other day, I dont' know if I can make it that long. My Star Wars heart was broken by seeing more Jedi than I have ever seen before. I've known about 30 plus Jedi on my server since they've been in game, but have only seen around 10 with my own eyes. On Tuesday, that number was blown out of the water. So far in a two hour setting, I've easily come across 50-75 Jedi. All of them waivign the lightsabers, in the middle of a crowded street.


To me, this really broke my heart on Tuesday. Something this major would never have been allowed during the movies. My wife asked me Tuesday, noticing that I was upset, why do I keep playing if it upsets me so much. I replied, "because I have hope that they'll fix this, that I may still have my chance to life an alternate life within the Star Wars Saga, not a mishmas of all the movies put together".


All changes aside (ie. the armor and weapon delay) the bigges tchange that hurts me the most is the Non-Tef'd Jedi. Now I can understand why they did it with the clone camping issues and people griefing them. Now for the Devs to totally remove it was unfair. The Jedi now have absolutle no reason to live in fear or hiding. I mean heck, even covert Rebels and Imperials get Tef'd from killing oposite faction NPC's or healing overt players. This totally detracts away from what Yoda and Ben Kenobi were doing. So does this make Ben and Yoda cowards from hiding from Vader, well it must because I just saw 20 Jedi in Mos Eisley. I think the Devs should meet us half-way, remove Jedi Tef's while the Jedi are out in the wild, away from public eye, meaning if the pull thier saber outside the confines of a designated city, there will be NO TEF, and allow Tef's while inside the confines of a city to keep these Jedi's from having the urge to proclaim themselves.


I know that Bounty Hunters can pull missions for Jedi more effictively now, but the Jedi way outnumber the Master Bounty Hunter's this game has. It is by no means a population control.


Can there be some implementation of an extreme Imperial Crackdown on Jedi's who show their lightsaber of force power in a city? Have a cracksquad of Imperial Commandos chase after this said Jedi?


There is supposed to be Galatic Civil War going on...Vader has supposed to have vanquisehd the Jedi. As Grand Moff Tarkin says to Vader, "Jedi are but extinct, thier fire has gone out the universe...you my friend is all that is left of their religion." This makes Vader look like a complete failure. " Hey Lord Vader, you missed about 75 Jedi in the coronet starport just now". I read a post ealier where a guy was hunting, and had Stormtroopers shooting with him, and he was a rebel. There's something wrong with that.



Thunderheart, Devs, Q-3PO, Sony Online Entertainment...I implore you, no..I beg of you....please, out of all the issues dealing with continuity of this game and with the Star Wars Universe, please, please, plese do not just throw this issue to the wind.


Thank you for reading,

I still hope,

Logan Flood



StarSlider Technologies, Located NW of Mos Eisley at 2700, -4212
Virgil Grissom - Master Shipwright/Master Weaponsmith | Lagon Flood - Jedi Padawan/Master Rifleman
Free Reverse Engineering Services! - Custom Crafting Available! - Send Email or PM for Details!
Tavian_McMaster
Fri Jul 02, 2004 1:18 pm
#57

I've posted this a few times on the Jedi forums, but I tend to think this is a bug and hope it can be fixed.


Lightsaber damage vs lairs is far too low. On NPC lair missions where there is only one spawn of bad guys, I take maybe 30 seconds to clear the ruffians and then 5-6 minutes to knock down the lair. It's just not that interesting gameplay to hit stuff that doesn't hit back... Anyone who played UO can agree with me on this one. Those dummies in the practice yard... omg... swing... clink.... .... ...... .... ..... swing.. clink...... .... .... .... .. . . ect..


To show what I mean about damage vs lairs here's a test I did:


For my little test I targeted a Thune Lair and spammed 2h Saber Frenzy. Here's how the damage stacked up:

Round 1:
vs Lair - 1606
vs Thunes 5706 3803 4870 4688 4685


Round 2:
vs Lair - 1627
vs Thunes - 5906 3319 4836 4630


Round 3:
vs Lair - 1303
vs Thunes - 5762 5600 5380


Round 4:
vs Lair - 1453
vs Thunes - 5834 4025 4342



Those numbers are about representative of most of the swings so its not like I pulled out ones that exaggerate my point. It seems like its bugged. I cannot imagine any reason why the devs would REALLY want us to sit there and clink the damned lair for 10x longer than we battled the critters that inhabited it. My saber should go through a bush at least as quickly as it carves through a Janta skull.




Ceej - Eclipse

Creature Handler - Rifleman
Getter of Hides - Shop Location -330 -5500, just south of Coronet

The No-Main-Jedi Petition is currently up to 64 pages without a dev response.
Cafa
Fri Jul 02, 2004 1:33 pm
#58

Please do whatever is necessary to fix the clock to remain STABLE on maintenance for structures, vendors and sales.


Make this a public issue and please give us open assurance that it is being attended to. I am dead tired of convincing your customers to stick it out in the game when you keep allowing these glaring errors to occur.



- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

Hero_DarkJedi
Fri Jul 02, 2004 1:39 pm
#59





Thunderheart wrote:


  • 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




A) Trying to find a "Master ID" is like trying to find a Gorax. Stats Migaration is now one of the worst time sinks in the game. Not only to wait 10 mins (non-master = 90% of the ID's), but to actually "find" an ID takes time. I spent 70+ minutes trying to get my stats migrated the other night.


Please remove the "must see an ID" part of stats migration and make it a "if you want it done now, go find an ID". That would be acceptable, not the current system. BTW, once JTL is out, there will be less ID's sitting in their tents then ever before.


B) Armour Delay. The reason for this DURING combat makes sense ... BUT I don't see a need for it OUTSIDE combat. This does not make sense. Likewise if it takes 3 seconds to put armour on, should it not take 3 seconds to take it off?


Suggestion: No Armour Delay when not in combat. Reduce Armour delay 50%, but make it go for taking it off as well as putting it on.






'=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='
Hero--[Hero Built]Weapons
~ ~M a s t e rW e a p o n S m i t hS i n c e8 / 1 8 / 0 3~ ~
[Coronet Mall, Corellia: 910, -4690]-[EPOC Mall, Naboo: -3950, 3885]
[Freedom City, Dantooine: -6040, 6160]-[Sandy Hills, Tatooine: 363, 3218]

Resource and Loot Drop Off: [Hero's Workshop, South Coronet, Corellia: 400, -6050]
NikiSar
Fri Jul 02, 2004 1:48 pm
#60

In terms of 'general feedback' I'd say publish 9 is a big success. Here's why: Jedi are now visible and add a -huge- cool factor to the game. I chatted with a Jedi who was taking out a lair (I'm no where near Jedi), got the big 'wow that's cool' fool look on my face seeing the dual-head lightsaber, and so on.


Your guys's job is to deal with game balance and stuff, so good luck! I've played a lot since Pub 9, and have seen only 3 Jedi using their powers so it's not like everyone has turned Jedi (yet?). I, speaking as a casual gamer, like the changes.

LadyLeala
Fri Jul 02, 2004 2:13 pm
#61






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

BADGES ARE STILL DISPLAYING WHEN YOU /EXAMINE SOMEONE. OTHER THAN THAT, THE CENTER TAB THINGY IS COOL.




GUI / Keyboard



  • 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)

UBESE SHIRTS AND A COUPLE OTHER ITEMS THAT HAVE A PERMENANT 0/0 CONDITION ARE SHOWING UP IN RED. EITHER THE CONDITION NEEDS TO BE SET TO AN ACTUAL # WITH DECAY, OR REMOVED COMPLETELY. OTHERWISE, THE RED FEATURE IS VERY HANDY.




NPC’s



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

NOT CERTAIN ABOUT HOW NOTICEABLE THIS CHANGE IS. HOWEVER, I HAVE NOTED THAT THE FREQUENCY OF CREATURES "BLIPPING" 98+ METERS AWAY SEEMS TO HAVE INCREASED. VERY FRUSTRATING WHEN YOU ARE FIGHTING MELEE.






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

THANKS!






  • 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 HAVE YET TO HEAR THE MUSIC WORKING. MUSIC WORKS FINE IN OTHER PLACES IN THE WORLD, BUT NOT THE ID TENTS.


THE GRAPHICS IN THE ID TENTS IS VERY VERY VERY NICE.




Mounts



  • Enter/Exit vehicle changed to toggle

I HAVE YET TO FIND THE / COMMAND TO "TOGGLE" THIS FEATURE. I STILL HAVE TO TYPE /MOUNT TO ENTER IT, AND /DISMOUNT TO EXIT IT. IS THERE A DIFFERENT COMMAND I SHOULD USE?




  • 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.

Thanks!





SEE NOTES ABOVE.


ALL IN ALL, I LOVE THIS PATCH. MAINLY BECAUSE OF THE JEDI CHANGES, THOUGH.





Wayfarer's Designs

Relocating on CHILASTRA

CLOSED UNTIL FURTHER NOTICE


DeQuosaek
Fri Jul 02, 2004 2:16 pm
#62

Could we get thebuilt-in cities displayed in a different color or a different icon than player cities so that the new players can tell the difference?




Some of my pet peeve bugs:
•Armorsmith protection layers were not converted with the CU.
•Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

Blackjack_Nova
Fri Jul 02, 2004 2:22 pm
#63

Top issue currently - The lines that form outside of Starports for Doctor buffs.


High level buffs should be done in the Medical Center, when in a city. Outside of a city

anywhere is fine but with a time delay and when in a Scout or Rangers camp the delay
is decreased and at the highest levels of camp there is no delay.

There are other issues but this one is an "easy" fix !

When people play the game as a journy and not a race, it is a really outstanding experiance. When
they focus on the end goal of being the "best" , for PvP or what not, it is not a good game experiance but truly becomes work. The balance of reward for effort and enjoyable gameplay is really something that the individual player must decided.


Are there a few rough edges? Yes. Has the Dev team succeeded in creating a game experiance that makes us forgetwe are playing a game, oh yea, and then some! For powergames who's game does not begin until they have the max skills and best possible charater template it has been a long long grinding trip. On the other hand,for those of us that relaxed to a great game of Galaxies after dinner and as time permitted (well maybe a little more then time permitted) the experiance is one that continues to fofill our childhood dreams.


This is a GREAT beginning!

Changingrevolution into revelation is not a simple task. Happy Forth Devs you have earned it!!


Blackjack Nova





Blackjack Nova

<Rebel Scum>

sunvalleyguy
Fri Jul 02, 2004 2:55 pm
#64

As worthless as ID Is, why dont you devs in your all knowing and powerfull ways make them able to cahnge a BH mark, IE- a jedi being hunted down, or if you ever let player bounties come in the game, and ID can disquise your sent to seeker droids? SOUNDS GOOD TO ME>


ID should also have the ability to change the look on pets, that would be cool, gie me a rainbow dunri, or a wierd looking womprat.



Cuervo | Dark Jedi | Batista | GANKsta' | SeVeN
Fatismo
Fri Jul 02, 2004 2:55 pm
#65






LadyLeala wrote:




Mounts



  • Enter/Exit vehicle changed to toggle

I HAVE YET TO FIND THE / COMMAND TO "TOGGLE" THIS FEATURE. I STILL HAVE TO TYPE /MOUNT TO ENTER IT, AND /DISMOUNT TO EXIT IT. IS THERE A DIFFERENT COMMAND I SHOULD USE?






This was a bug with getting in and out of vehicles. The vehicle radial menu would not change between mount vehicle and unmount vehicle, unless you clicked twice on the radial menu option. Really annoying and a thankful bug fix! (Thanks Devs)


And...






Yec Wrote:



TH, did the Devs add a /command for entering and exiting mounts or do we still have to use the two seperate /mount and /dismount commands? I'd really like to see a /command for the enter/exit toggle.







Here's something cool to hold you off until the Devs develop something to that effect.

Adda macro called toggleit - This is what you will put into your menu bar.


Toggle It Macro: /togglemount


And Aliases (Or Macro's depending on how you want them setup)

/alias togglemount /domount
/alias domount /mount; /alias togglemount /dodismount
/alias dodismount /dismount; /alias togglemount /domount


There yah go,

Naven Frypock

Novice Smuggler (Corbantis)



Naven Frypock
(Master Doctor / Master Smuggler - Corbantis)
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