Development Cycle Archive

Thread: Weekly Roundtable Discussion (Week Ending 2-16-04)

mmaughme
Mon Feb 09, 2004 4:23 pm
#53

Sure would be nice if we could get responses to the hundreds of issues brought up in the last three weekly discussion threads.


That said, here's a new list (with some repeats, I'm sure)...


  1. Remove decay on death. Nobody likes it, nobody wants it. Instead implement use decay on clothing, i.e. 10-25 points a day. Halve it for bio-engineered clothing, given what people pay for it. Institute a wounds-based death penalty, applying a 20% wounds penalty if not cloned locally, and another 40% if not insured.

  2. Cities under complete control if a single person can be problematic if that person isn't on for several days due to work, vacation, illness, etc. Implement a /consent system whereby the Mayor can give another player authority to place objects, move civic structures, add/remove militia, etc. Only one person at a time may ever have this consent, and it only applies when the Mayor isn't online. Sort of an Assistant Mayor.

  3. Civic structures overlap, such that if you're trying to redeed the bank you might instead get the menu for an adjacent park. Please look into structure overlap.

  4. Merchant tents should occupy less physical space, such that they can be placed next to one another, rather than spaced apart one whole tent's width. Our developing business district is ending up really spaced out because of this, when instead we'd hoped they could be placed closely together.

  5. We also have a problem with buildings that were dropped in our city, but the owners have been missing for several weeks. These buildings are in the way, have lots of maintenance on them, but we can't remove them -- even though there are other administrators with access to the building. Please add to ALL structures an option for the administrators to remove maintenance from the pool -- like vendors and guild halls have. Or, allow an administrator to redeed a structure they don't own. It's causing our city some serious rezoning problems.

  6. Due to rezoning, moving, etc., we have people picking up and moving, which takes forever given we first need to remove all the items in a building. For guild halls and large houses in particular, this is a hassle.


  7. Please allow us to pick up the house as a suitcase, with all items, vendors, etc., intact, and place it again, to

  8. simplify moves. To keep people from using it as a storage facility only, dictate that once picked up, it must be dropped again within 24 hours. Within that 24 hours it can be picked up and moved again as often as the owner wants, but after that 24 hours, it can't be picked up as a suitcase again for a week. That would prevent abuse.

  9. Please do a better job cleaning up terrain when dropping buildings. In areas with tall grasses, we often see weeds sticking up through the floors of structures. Banks seem to clear the plants around them, but a lot of other structures don't. It's a nit, but please provide clearing of these plants for other structures as well -- parks, fountains, merchant tents, houses, etc.

  10. Please allow merchant tents to show up on the overhead map!

  11. Please fix the Lost City of Durbin such that the overhead map doesn't show buildings that aren't there! (There are three buildings on the overhead map which aren't actually rendered in the city. I'm not sure if it's a bug with the map, or a bug with the rendering of the buildings.)

  12. Please allow items to be dropped on the roofs and patios of build halls and houses. My Corellian hall, for example, has all that space on top I can't use, because it's considered to be outdoors, rather than indoors. I want to be able to make use of it.

  13. Tell Lithium to fix the Forum logins, so we don't need to keep typing our password over and over again, even though we've dictated that a cookie be stored!

  14. Please stop bringing the Forums down for maintenance in the middle of the day!

  15. Just remove logins from the Forums altogether! Half the time when I try and log in, I just get taken right back to the login page. It's extremely annoying.





Fichesi Ishott, Ex-Jedi Wannabe ~ Scout | Bio-Engineer | Musician | Dancer | Entertainer
Tailor | Ranger | Creature Handler | Carbineer | Image Designer | Armorsmith | ...Silent...
Rifleman | Artisan | Droid Engineer | Chef | Weaponsmith | Architect | Medic | Combat Medic
Marksman | Doctor | Pikeman | Brawler | Fencer (in progress) | Publish 9 (sigh) | Cancelled

Pawlin
Mon Feb 09, 2004 4:37 pm
#54






Strikke wrote:

...


2) When wll we get a 'known issues' list? I don't understand how SOE finds it acceptablepolicy that there are issues with which CSRs will NOT help players because they are "known issues" and yet there is no list of "known issues" that players can look at to avoid said "known issues".






Yes, yes yes yes yes yes. We need communication on known issues. It is ridiculous that we have none.


I've got -5000 Drall faction and they always attack me on sight. They really ought to con red on my radar but they always show as yellow.






Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
bikebro
Mon Feb 09, 2004 5:05 pm
#55

1. Other people disappearing has to be the worst bug I know of. This happens very often in my guild's city on Naboo. To fix it people need to run about 200m out then back to be visible again. For some reason I don't remember ever having the problem on other planets.


2. Faction bases are worthless.Some how you came up with a system that makes having a base with npc guards and turrets a disadvantage in pvp fighting. The only reason bases don't drop more often is cause of the lame vunerablity timer. Its an easy task for 2 people to destory all of a bases defenses while taking almost no dmg. You can run straight into a base past 4 turrets, 3 minefields and how ever many npc guards with out taking any dmg.


3. PVP balance. I just came to this game from daoc. I thought their pvp system was good but still pretty unbalanced with regards to buffs and equipmentSOME times. That was until I saw SWG pvp in action. The fact that you can go from 1000 health to 4000 health is insane. Buffs should augment you notmake you into a god.Templatesare so overdone I don't need to talk about it. More people attacking a target should lower defensive mods.


4.Why is there one pool that can't beeasily healed yet can easily be damaged by both aimed specials and ae attacks(that work through walls and floors)?


Getting to flustered to go on.With out a good guild this game is pure garbage.





Laekon
Cairdeas
Wanderhome
Twopbinx
Mon Feb 09, 2004 5:21 pm
#56






Twopbinx wrote:

SUGGESTION: Why can't the devs make it so the Empire takes special orders from crafters for resources or items. Like have a tailor make 500 uniform boots for the Empire. They could pay per resource unit used. This could be a reward for accomplishing an Imperial NPC mission or for just being factionally aligned with the imperials.Artisans could make droid detectors,power conditioners etc. DE could make mouse droids.









TH responded:



The core objection is going to be "credit farming" and having a massive money fawcet, but Ill ask.


What type of reward amount would you suggest?






The krayt skull quest and theme park quests can only be done once. Perhaps special missions through Imperial recruiters or agents that can only be done once. Instead of credits then maybe an special schematic, badge, trophy, insignia, ribbon, medal, faction points, rank increase, access to special faction perks, limited use immunity from searches, miniature statue of Darth Vader, etc.


I only suggested this as a possible way to include crafters in the GCW more.




Binx Kalani,
Proprietor of Drunken Monkey Emporium,
Theed, Naboo -5286, 3390

I will not follow the holocrons' paths. I will follow my own.
Scratch that.
Kurtisclip
Mon Feb 09, 2004 7:01 pm
#57

1) Any chance on Nightsister clothing?


Jezzebella Scmay ::Sunrunner::
Erym
Mon Feb 09, 2004 7:01 pm
#58

how about a terminal craftable by architects that can display the costumizing screen of Crafters to the customer..that way the customer can see what is possible and have input befor its finished...there is already some terminal in the furniture schematics
rufus102
Mon Feb 09, 2004 7:04 pm
#59

Known issues list.







-----------------------------
Bring back Holocron - at least he was HONEST.

This new "communication" is ruining the game.
humberton
Mon Feb 09, 2004 7:48 pm
#60

One of the best things in this game is that you can shape your charter to be self-sufficient in combat. Master a weapon, toss in some medic and a little scout and you have no need to depend on anyone else in combat.

One of the worse things about this game is the way grouping comes into play. Most PvEers are pretty much self-sufficient. They have some scount and medic skills along with a weapon skill. This means that most PvE players have no, or very little idea how to work in a group. Most groups I have been in have been nothing more then mass chaos and confusion.

One reason for this is that the /assist command is so weak. Here is what I would like to see. Typing /assist with a player mate targeted will change your target window to that players target. Typing /assist {Name} will change your target window to {Name}s target. Targeting a MOB and typing /assist will put the target of a MOB in combat in you target window. /assist should not open fire on your targets target. (I hope this makes sense)

What will this do for group combat? Manny things! First having the /assist command put your targets target in your target window, without opening fire, will allow you to target a group mate that is in trouble, /assist, and then use some type of knockdown, or poster change to buy your group mate a little time. Having /assist {Name} will allow you to have a true tank in a group. Letting the tank take the MOB, then the group can /assist {Name} and all open fire on the right target. Last, having /assist MOB change your target window to the MOBs target window will allow you to easily determine who the MOB is attacking and heal that person.



Beeaye
Master Smuggler of AcroCorp
Visit Under the Table in New Acropolis, Naboo
Valcyn Server (-7185 -3860)
Spices, WUK, AUK, Locked Containers (limited stock), Clamps, Knives and grinding weapons by the crate!
Everything a Smuggler needs, even a Smuggler Trainer!
RohmEnari
Mon Feb 09, 2004 8:52 pm
#61

Hey TH, regarding the character copy to test center, would it be possible to incorporate this soon? I am now a master ranger on Tempest and soon to be Master Fencer and I would GLADLY copy my character over to test to be able to test out any new bugs that come with the patches. I know that a few of the test center regulars have expressed their disinterest in this idea as it may disrupt their community they have established there, but in my mind the point of Test Center is to TEST the game, NOT to have your own little private gameplaying community. Imagine the feedback you guys would get if everyone could copy their hard-earned characters to Test Center. You would get the feedback you so desire! As it stands now, I refuse to spend my time creating a new character on Test and having to build up that character yet again after I spent months on the character I have now. On that same note, I think that those players on Test Center should be given an allowance of credits to fund their efforts on Test so they can have the freedom to TEST all the new facets of the game that are introduced. It seems tomethat Test Center players want to preserve their environment because they have fun and they like it the way it is......that is called a LIVE SERVER!!! I am aware of the server copy to TC2, but it just seems to me that you guys are just trying to appease the players already established on Test, by not messing with their community. The characters that the Live characters have built up are no more or less important than the ones that the Test Center players have worked to create and vice versa. Why should I have to work to build up my character on Live only to be told that if I want to be able to Test things EFFICIENTLYand EFFECTIVELY on the Test Center, I have to start from scratch? To heck with that. I worked just as hard as the Test Center players to get this far. If you want to appease the Test Center Players then let them copy their hard earned character from TEST onto a Live server of their choosing.




Your friendly neighborhood Ranger,


Reyune


DuckMaestro
Mon Feb 09, 2004 9:22 pm
#62


TH, I and others still continue to experience these random "freeze-up's" that require us to end-task the game. Audio will continue to play, the cpu usage of the swg thread will stay high (between 60 and 99%), but the graphics just freeze. I cant speak for my friends, but i have 1GB of ram and a very fast video card. I never experienced these freeze-up's until it was either the mount or vehicles update. Ever since that update, I have experienced these random freeze-up's. I am not the only one having this "new" problem and my system is very stable otherwise.


These freeze-up's have something to do with the code introduced with mounts or around that time.


I dont know if the dev's are aware of the problem, because the end-tasking of SWG will *not* send a crash-log upon reloading the game. Are the dev's aware of this and is a fix coming soon?





- Duck
I give up.
Ladywolff
Mon Feb 09, 2004 10:14 pm
#63

There wasn't a topic called MOST ANNOYING NON-text bug...


but it is where u open a wearable pack that is on the ground....you run away out of range, Next time you look in it about 85% of the time it appears empty until you relog.




--Ladywolff-
**Sith Apprentice - Syrene**
(Vendor "Ladywolff"on Tatooine, Bantha Plains (4748,8,-6586))
**Katrin'a Blade - 12pt AS/WS**
**Kristoff - Elder - Commando**

Psimorph
Mon Feb 09, 2004 10:32 pm
#64

With the Vendor Stock being reduced to 150 Items only, what will get changed as well?


I mean, Powerups for example...a Crate holds only 10 Powerups...this sure blows some serious space...can't this be raised to 50Powerups per Crate???


And raise the Resource Stacks to 500k per Stack...this isblowing good space too...


Well, and the other concern i had was the Loots in dungeons...Mag-Sealed Containers are locked, and can't be opened as a Smuggler (with Slicing)...really low level Dungeons like the Borgle Cave on Rori spawn +8 tapes in the Debris Piles, while HIGH level dungeons spawn nada...or maybe +1/+2 tapes...

Psimorph
Mon Feb 09, 2004 10:44 pm
#65

On a sidenote, i think 150 items per vendor is a joke anyway...

At least give Master Merchants the possibility to put more Items on their Vendors (250-500)...as a Bonus for their "Master" Title...


I know Crafters that have over 1000 Items on their Vendors.
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