Development Cycle Archive

Thread: Live Issues Publish 9: Secrets of the Force

Indene
Thu Jul 01, 2004 5:05 pm
#742



Mor-Dan wrote:
........
Moving right along, we have the vendor bug you introduced. Are you telling me that this was never noticed or never present on TC? How could you take an extra week f testing and allow soething like this to happen, and not have it repaired in a hotfix within hours of it being noticed?




Noticed and reported on TC-2 and all over the TC forums. Just another reason why many testers wonder why they bother to be on the test server.

-Indene-



Master Creature Handler - Kettemoor Nov 2003, Radiant Nov 13, 2005
http://www.swgcreatures.com/forums/phpbb2/index.php
Once Happy contented successful Master Merchant. (RiverBend, Naboo.)
Then came the dark times. The NGE
"its as if i heard a million pets cry out in terror...and they were suddenly silenced...i feel a great disturbance in the force"
We're the few, the proud, the Creature Handlers.
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Mugg_Pawns
Thu Jul 01, 2004 5:24 pm
#743

first off this patch has everyone that i know that is not a jedi unhappy...thanks for ruining pvp and making it where they can take all the loots without any problem...something that took a small group of masters 20 minutes to kill takes them 2,for example nightsister elders...now the can go out there and kill thses mobs10x faster than us and we cant run them off no more since pulling out there saber no longer tef's them...jedi's where tuff enough as it was and now they can stack our professions on top of theres...whats to stop everyone from trying to become a jedi now because thats the only way to stay competative..i think jedi shouldnt be able to add our skill bonuses on top of theres,common i know a guy that went combat medic (which are already over powered) and jedi...give me a break they already kill groups of pvp'ers by themselves...thats all i got to say...get your stuff together and make this game fair...
teeth0r
Thu Jul 01, 2004 5:38 pm
#744

On the subject of Weapon/Armour delays I would like to see this done:


1. Weapon delay should be based on the players speed mod for that weapon, so masters can switch weapons faster than novices.


2. The Armour delay should be removed. Instead all players should be unable to equip armour during combat, in the same way that they are unable to unpack items from crates during combat. This would be more realistic, doesn't have that annoying delay when you're not in combat, stops players using exploitative armour-switching macros, and also allows for players to be ambushed without their armour on, which would be fun.
ZionHalcyon
Thu Jul 01, 2004 5:44 pm
#745

Issue: Character always returns to facing forward


Server:Radiant


Planet:All


Location (x,y):All


Your profession:M Swordsman, Master medic


Instructionson how to recreate the bug: Just walk forward, then walk backward. I use the mouse to walk, with the left button being forward, and the right being backward. For mobility sake, it was helpful to use those 2 keys with the mouse to manuver, and to decorate my home (typing /move back is shorter than /move forward). Now however, if I walk back, my character always turns and faces forward!!! this has only happened since this last patch. Please, either set this back to the way it was, or create a toggle for people like me to turn off this feature if we do not like it!



Z I O N U H A L C Y O N
J O R R EN U DA RK S T A R
-------------------------------------------------------------------------------------------------
Jorren's Spy Kill-o-meter:
334 Rebels |5 Jetpacks | 4 BARC | 3 AT-RT | 2 Desert Skiff | 2 AV-21
and countless speederbikes and land speeders.
I love being a spy.
ZionHalcyon
Thu Jul 01, 2004 5:47 pm
#746

nm that last - the chase camera was enabled when I didn't have it enabled - I hope this doesn't happen every time I log in!



Z I O N U H A L C Y O N
J O R R EN U DA RK S T A R
-------------------------------------------------------------------------------------------------
Jorren's Spy Kill-o-meter:
334 Rebels |5 Jetpacks | 4 BARC | 3 AT-RT | 2 Desert Skiff | 2 AV-21
and countless speederbikes and land speeders.
I love being a spy.
Munter
Thu Jul 01, 2004 6:46 pm
#747

Mor-Dan wrote:

"I will go with the weapon/armour delay. The first thing I want to say is, it is a good idea. That being said, it was poorly executed."


Sigh.. Normally I am a rather placid and friendly person..but this time ..sigh..

The weapon/armor delay and the removal of Jedi TEF are not poorly executed... THEY ARE PLAINLY STUPITLY EXECUTED.


Why? Well, having dozens of Jedi running about openly goes against everything this period in Starwars stands for. It is a big galaxy and who says that there were not more Jedi then Luke and Lea but having these dudes running amok in cities and breeze through missions where other Expert professions are clubbered to bits is plainly WRONG!


Concerning the weapon/armor delay.. I have never and most likely will never be playing PvP on top of that I play 80% Solo. My main professions are TK/CH. As such I am marginally effected by weapon/armor delay..so what? To me it is just a BIG NUISANCE without any purpose whatever!


The only time I actually change weapons during combat is when my opponants flee and I am getting sick running after them, so i get out my rifle. This goes like follows. Clearig combat que 3sec, switching weapons 3sec, Lag anything between 3-5 sec, fring my rifle (it is a slow laser one) 3sec. All together at the best 12sec. By then the fleeing foe is well out of range and i need to run after it anyhow. To me this is plainly STUPID!


Concerning NPC's fleeing, i am not sure if anyone else noticed but the NPC's make a three-hundred yard jump and then disappear with the speed of sound with my Pets hot on their heels. I actually have had NPC's jump up to 500 meters right across a river when fleeing. Maybe it is just lag but maybe it is a bug..I am not sure.


In closing i can only sayGET RID OF THE WEAPON / ARMOR DELAY and get the Jedi TEF'ed again.





Freedom and life, for me, are the two sides of the same coin.
JaqUinRha
Thu Jul 01, 2004 7:07 pm
#748






Camrux wrote:





Mor-Dan wrote:
Moving right along, we have the vendor bug you introduced. Are you telling me that this was never noticed or never present on TC? How could you take an extra week f testing and allow soething like this to happen, and not have it repaired in a hotfix within hours of it being noticed? You may be saying that isn't possible, but I am saying bullsh**. You can fix things in whatever order you want. You CHOOSE not to do this in a timely manner because you consider it not important. Who the heck are you? You aren't gamers. You aren't paying to play this game. We are more important. If it is important to us, it should be on the top of your list. Fix the darn vendors.




This bug was noticed and reported







0.0


How could anyone NOT notice the whole economy grinding to a halt?


LOL


Yes we reported it ad nauseum just like all the other stuff that didn't get fixed before it was pushed to Live.



....

Rowei and Elei on Kettemoor wish everyone the very best.
Accounts cancelled for May 25 and June 2, 2005 due to the Combat Upgrade changes. Came back to check out the NGE... 6 accounts pending...
Munter
Thu Jul 01, 2004 7:09 pm
#749

MRSclod wrote:


"In PVP these macros were being used as a unfair advantage to equip on the fly when their opponent was using a different weapon against them that they realized rendering them with no or not enough protection so then they would switch armor to better suit the situation."


I do agree for this is correct. But considder this: How many did actually use this exploid? How many players do actually PVP? And why does there need to be a delay out of combat? Just prevent swapping armor during combat altogether..it seems simple enough...but noo then PvP'ers would complain, wouldn't they. I am assured that before long someone will find a way to avoid the delay


The fact is that; ALL PLAYERS ARE PUNISHED BECAUSE OF A MINORITY !!




Freedom and life, for me, are the two sides of the same coin.
JaqUinRha
Thu Jul 01, 2004 7:32 pm
#750






Daker-Naritus wrote:





JaqUinRha wrote:


Sorry but the pedantic demon inside me wants to know what it was that jedi Darth Vader was wearing in all the movies if it wasn't armour?







Someone can correct me if I am wrong, but I don't think that was armor....


Darth Vader was 75% machine, and I think 1/2 the suit was life support, whereas the other half was just clothing covering his machine parts.


The only thing that was shiny or hard (like armor should be) is his helmet, which was was meant to keep oxygen in.









Quoted from "Star Wars Role Playing Game Core Rule Book"(copyright 2000 Lucas Films Ltd., etc., published by Lucas Books), pg. 239:


"Sustained now by machinery, and unable to live without his custom-made body armor, Vader set about establishing himself as the heir to all the secrets of the Sith Order..."





....

Rowei and Elei on Kettemoor wish everyone the very best.
Accounts cancelled for May 25 and June 2, 2005 due to the Combat Upgrade changes. Came back to check out the NGE... 6 accounts pending...
JaqUinRha
Thu Jul 01, 2004 7:59 pm
#751

On Shadowfire today I received an email stating thatthe "copper" I had placed on the Bazaar had "expired", which means the game deleted it. I was inShadowfire just yesterdayand I had received NO message at any time telling me that my "copper" had not been purchased, or I would have gone and picked it up. (shorty after that I DID receive messages that certain items (fish and fish food) had not been sold, blah, blah..., so that IS working --What happened to the message I should have received about my copper?)


Please check into this. Seems like the timer is screwed up. (although I get different answers from different people (CSRs)about how long that timer is..3 days/7 days/30 days)



[BTW, can someone please tell me how to make a Strikethrough in the sig, here?]



....

Rowei and Elei on Kettemoor wish everyone the very best.
Accounts cancelled for May 25 and June 2, 2005 due to the Combat Upgrade changes. Came back to check out the NGE... 6 accounts pending...
Verviticus
Thu Jul 01, 2004 8:13 pm
#752


C'mon devs, give us a reply to the Jedi TEF, either:

"Maybe we'll look into it.."

or

"Quit right now because we don't care!"

Either one is FINE, it's YOUR PRODUCT, just let us know if we should punish you or not.



Anyone arguing for friendly Jedi PVE, doesn't anyone remember the FAQ from the release and pre-release saying "Jedi are PVP oriented and players need to know that"? ANYONE!?


Christ, why are you people (devs) always going DIRECTLY AGAINST YOUR WORD?!


**edit**ing **edit** **edit** crap!




EDIT: "

Lastly but not least, and unrelated, could you please lower the amount of xp you lose on death. In the previous system it took me about 3 hours to get 100k Jedi xp, perhaps I am slow at this. Dying once now would cost me about 6 hours of play time. I understand we need to have a punishment, and that is awesome, but 200,000 xp points is too high. I would suggest about 1/10 of that value. This would mean, at least for a slow grinder like myself, a little over a half hour, plus time to rebuff etc, to get out of xp debt. More punishment than that is discouraging, and boring to do repeatedly, especially on multiple deaths. "




WHAT?! YOU ARE SUPPOSED TO DIE AND NEVER RETURN! PERMA-DEATH!


Oh wait, people pussied out of what the game was supposed to be.

Message Edited by Verviticus on 07-01-2004 08:16 PM



Aerevrial, hunter of all types extrordinare.
Undefeated in 1v1!
Moo.
ebary
Thu Jul 01, 2004 8:42 pm
#753

live issue nmber 1: quit wasting your time on publishes like these. fix professions that need help.
LordBaryon
Thu Jul 01, 2004 8:52 pm
#754






Kaleborn wrote:


TH and other Devs:

Okay, the previousfew posters and so many before them have done a good job of covering some of the ingame technical reasons

on how this armor/weapon speed 'correction' was a poor decision. Sorry for the negative start to this post, but it's on my chest, has

to be released. If you just look at the response how can there be any doubt that the changes were ill-conceived, heavy-handed and

most important: ill-TIMED. You keep on speaking of 'combat balance', but why saddle us with this sweeping gameplay-affecting

change months BEFORE the balances go into affect that make these changes viable?


I have to ask you: How many people were quitting in frustration specifically over the bugs/exploits you claim to have fixed with this

patch? How many people are being pushed over the edge BECAUSE of this change? Perhaps not a sound question to be basing

game design decisions; but let's be honest, you guys have a business to run. To so recklessly adversley affectpeople's actual

and PERCEIVED (equally as important) gameplay experience months before mitigating changes are put in place that might make

such changes palatable is truly remarkable...to say the least.


Amongst all the technical reasons why such changes are not sitting well with people, I have a real problem with them because

you have made NO effort to explain said changes in any interesting, creative, roleplaying purposes. Seriously, you guys have

roomfulls of creative, intelligent, highly paid designers and the best you can come up with for a change that OBVIOUSLY changes

gameplay for nearly everyone is: "Equipping armor and weapons also has a delay associated with it. This is to prevent combat system

exploits that were occurring."


A blanket X second increase for no other reason than to correct exploits. It's a visible game-altering change that SHOULD be fully

entrenched into the logic and continuity of the virtual universe we're inhabiting. Pistols should take less time to equip then a flamthrower

or rocketlauncher. A slender one-handed sword should be more readily accessible than my massive Vengeaful Hammer of Darth Nerfus.

Call is Equip speed, whatever. Just come up with something a little more elegant than "to fix an exploit". Incorporate it fully into the profession's

skill base. IE:


--Every weapon is given a base Equip speed. This cannot be modified by crafters, but is intrinsic to the weapon type (D&D has employed something

like this for years, seems to work fine). As a professional get's more experience in his or her career that person get's better at using/drawing/wielding

his chosen weapons. Either tie that improvement to Weapon Speed bonuses already in place as we level,or somenew +EquipSpeed skill. Bounty Hunters as a class would get a higher equip speed bonus per level than other classes so they can switch between one of THEIR pistols and rifles faster than a Pistoleer / Rifleman could. This is because that class is DESIGNED to do so. Alternatively make equip speed totally profession-based. This gives each class another goal and sense of accomplishment as they level. Makes it more palatable and enmeshes it wholly into the nature of the game's design. Does this solve your exact exploit problem? Mabye mabye not, pikes are large weapons that should definately take some time to 'pack away' and replace. As would T21, commando gear etc. Other game mechanics might need tweaking to compensate


Respecfully,

Mik






Absolutley brilliant post. Extremely constructive. I sincerely hope the devs look into doing something like this. It would be the nice middleground where reality exitsts and would make most people happy.


Cymek

Intrepid



Cymek
2 ACCOUNTS CANCELED
FOREVER


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