Development Cycle Archive
Thread: Weekly Roundtable Discussion (Week Ending 3-22-04)
Keltorr wrote:
Also, is the house placement bug going to be addressed? I'm talking about the one that can be exploited to allow solid walls of houses. If the bug has already been fixed, then the existing walls of houses need to be broken up, or else the message is sent to players that it is ok to cheat. While I'm on the subject of cheating, I am surprised that innocent people accidentally got banned for sneaking into the Geo cave before it opened, while some people who did exploit the lock didn't.
How is this a Bug? And how is it cheating?
We use these as walls for our city as alot of other people do. If they would put city walls in the game we would not. But I really do not understand why this is even an issue. Please explain how this is cheating?
JamesHighwest wrote:
CyrilNagal wrote:
? Bug: Probably reported, but I continue to rubberband/warp every time I exit my speeder or swoop. WHAM suddenly I'm 60 yards away from where I stopped and dismounted my vehicle.
Someone discovered what causes this most interesting bug and you can control if it happens to you or not.
Simply put, if you are still moving when you mount your vehicle/mount you WILL warp ahead when you hop off of it. I have tested this myself and have successfully been able to get off my vehicle without jumping ahead by standing still when I get on it.
Not entirely true. I'vecome to a complete halt and still rubberband. Just as often, I rubberband backwards. I also "leap" onto my target by jumping over a hill and dismounting in midair, dropping right to the ground, without a warp.It seems intiutive that dismounting while moving would be a cause, but it is not the entire picture.
Just some FYI for everyone, I was speaking to a friend and we started to discuss bugs and MMORPGs (go figure :smileytongue
Well he is a beta tester for WoW and I think once it comes out SWG is going to pick up their pace. I just can't see how they will be able to justify these bugs when a new MMORPG has less bugs in alpha.
I think competition is good, raises the bar. Once they find that they are not the only game in town, I think they will listen a little more to the customer base. Although in good conscience I think the nerf of the crafting nerf is a good start![]()
I wonder how long it will take before this post gets deleted LOL
Although it is an annoyance I can see the reasoning about it. It would help with Clone wars in PVP. Why should someone be able to die, and immediately drop his food and spice to be ready for more battle? We all ready have to deal with clone CM's. With the stomach content staying for a bit, this would weaken them for the second round and could stop people from running straight from the cloning center back into battle.
I personally think that they should implement a 3 minute timer to where you can't engage for 3 minutes after cloning. That would stop the clone wars right there. There really is no sence of accomplishment in PVP when you kill a CM and he is immediately in your face throwing more poisons. There should be some kind of penalty for death besides decay. Something that would take you out of the fight and let the tide turn naturally.
I beg you, please change that going to overt when scanned for contraband into a TEF, cause it is bad enough to be scanned though and then you did not think of that B-wing suit you earned as reward for the rebel themepark, you will be turned overt and evry stormtrooper is attacking you killing you in once ( yes not everybody is runnig around in full composit and fully buffed, and even is a harmless scout ) so please for a pleasure playing turn that getting overt into a TEF. I beg you on my knees * kneeling and putting his head to ground*
I got slammed for this idea in another forum but I think it worthy of the devs reading through.
I would like to see brawler/marksman removed from the profession tree.
All ranged/melle should be the starting profession. Lets use swordsman as an example.
Swordsman should not be elite. You should get some benefit of mastering it then be able to progress to an elite version of swordsman. Scatter the specials and attributes to the two profession levels
This would then require two full masteries to make yourself a powerful combat player.
Right now with caps on profession a lot of people will be switching to if not already doctor/(insert combat profession)
There is no way in my mind a doctor mixed with a swordsman should be nearly as powerful as anelite master swordsman under my current suggestions.
What this will do for SWG, in my opinion is the following,
1 Create a more unique roll in combat. People who master two profession for one combat style will not be eager to give it up.
2. Stop people from dabbling the game to death. Who would not want to be doc/TKm. I think tkm/tkm elite should be way more powerful than any doctor combination
3. This would stop people from mastering an elite profession in 3 days.
4You would see more unqiue fighting. People would stick with their profession instead of dropping them for the flavor of the month.
5. In my mind itis hard to balance a game by profession when everyone changes theirs so often.
6. this would bring roleplaying back to the game for docs to heal and swordsman to fight. but not able to do both.
Doctors are not truly doctors they are self efficient buff masters and healers for your own uber combat class.
Just my thoughts
It was suggested that I post the following here, as comments here get more exposure, and therefore more consideration to their incorporation to the game.
I am of the opinion that the faction status setup needs some adjusting. Please consider the following.
First of all, what are the current factions? .... Overt, Covert, and Neutral.
Outside of game, I would compare these to:
Overt - Soldiers
Covert - Spies
Neutral - Citizens
Except this doesn't allow for certain nuances of faction status, for example, what about citizens who support their government, but don't want to be active in the war?
In addition, the current set up of rules of Covert doesn't allow for actual spy type activities.
I would not change Overt at all. However, I would change Covert, and add a new category - loyalists
The word Covert implies a spy. However, in this game system, all it allows for is occasional relief from the unexpected pvp situation. I would propose the following. Get rid of covert exposure methods. Period. It should be very hard for a covert to be detected, after all, they are supposed to be spies, right? With it being so hard for them to be detected, they should be able to make 1 attack (surprise factor) before they become Covert. This would also affect things like healing - a spy would not 'not' heal an enemy, as that might blow his cover. However, in order to balance this difficulty of detection, there would also be a difficulty in returning to Covert status. Either a long wait, say at least a week of being Overt, without killing any of opposing faction, or a quest. This would reflect the fact that when a spy's cover is blown, in the real world, he can never work as a spy again. .... Because everyone now knows he's a spy.
The new category 'Loyalists' would allow people to express which side they wish to support with out being forced into the strict rules that are currently in action. For example, in the real world, even military doctors heal their enemies, for that is what being a doctor is about. Loyalist would only be a title. It would not offer any benefits or restrictions. People would not be forced into pvp for just wanting to show their character's opinion. Why should an Artisan or an Entertainer, with out any combat skills be able to be killed on the whim of someone who's an active pvp player (and often not role-player) who likes taking out defenseless players, just because they wanted to show which side they supported.
While this setup may be more difficult to set up in the programming aspect of the game, I think it would provide better atmosphere and role-playing situations. I have talked about this to a number of other players, and they like the idea, so, on their suggestion, I'm writing this up so it may be formally Considered.
Thanks.
ok i have been watching this thread for several weeks fairly closely. and to be totaly honest TH you need to make replys of some kind DAILY. peeps are getting sick and tired of posting here. about issues over and over and over just to hear nothing back for 3 weeks. and when they finaly do get an answer is "well i can say much about this or that." and thats if they even get an answer at all. i know that your busy and have to talk to the DEV's about alot of this stuff. but come on. if something have multiple coments in one day. you would do everyone some justic by talking to the DEVs that evening and posting an answer the following morning. adlest to the stuff adressed repeatedly each day.
just my 2 cents on the overall picture from what i have been noticing in the thread. thanks
thanx for the answer TH but in crafting not being able to get to + exp and assembly and given to clear idea when this will be dealt with is simply a slap in the face of every wookie crafter who has had to endure the complete disrespect the devs have shown our race,by refusing to handle the armour situation.
i for one will not wait months like so many did,for armour.we had to stage a massive protest to even get your attention.
makin the crafters apron a type of clothing that can be worn by all species should be a simple affair,as we dont give a rats behind what it looks like as long as it works.
dont get me wrong i know it takes work,but doiun this quickly would go along way in regainign the trust of the wookie populace.We just want to play the game on somewhat equal footing ,and franklya re getting tired of being overlooked,avoided,thrown half hearted gestures,and generaly viewed as the red headed step children of SWG.
I for one hope the devs get this point and take it to heart,and maybe remember to include us in future upgrades.....yeah right.
Anyway whatever leverage u can throw at this is greatly appreciated by me and alll the other wookies sadly waiting for our due process.