Development Cycle Archive
Thread: Weekly Roundtable Discussion (Week Ending 2-16-04)
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- Please allow us to pick up the house as a suitcase, with all items, vendors, etc., intact, and place it again, to
- 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.
- 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.
- Please allow merchant tents to show up on the overhead map!
- 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.)
- 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.
- 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!
- Please stop bringing the Forums down for maintenance in the middle of the day!
- 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.
Strikke wrote:
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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".
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.
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.
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...