Development Cycle Archive
Thread: Live Issues Publish 9: Secrets of the Force
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-
Camrux wrote:
This bug was noticed and reported
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.
"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 !!
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..."
![]()
"Maybe we'll look into it.."
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
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