Development Cycle Archive

Thread: Weekly Roundtable Discussion (Week Ending 3-15-04)

cshauny
Mon Mar 08, 2004 11:32 pm
#66

MonroeThanes wrote:

do NOT give wookies natural armor comperable to crafted armor, light AP is fine, but they should not have higher than 30% resists to anything, they will have no encumbrance to go along with this


That wouldn't be a good enough solution for the main reason that light armour (ie. AP1) would be worse than having no armour at all. Since most weapons can atleast penetrate AP1, the damage we take from those weapons would be MORE than what we took WITHOUT AP1.

If innate armour protection is what they are going for then we have to be around AP3 with minor resists to more damage types along with high resists to Kinetic and vulnerability to Heat.

However, I am a bigger fan of craftable armour. Unique Wookie craftable armour at that. I'm not asking for something as strong as Composite but I do want relatively good resists and they could even make this Wookie armour have a higher encumberance to compensate for our extra HAM.

Having craftable armour has two side benefits as well. One is that it provides more business for Armoursmiths which is the kind of interdependence that this game is geared towards.

The other is that it finally allows us Wookies access to Armour Attachment SEAs which we have been badly deprived off. There have been tons of SEA auctions on every Trade forum and I feel really left out that I can't take part in most of the good stuff because they are all Armour Attachments and not Clothing Attachments.

Believe it or not though, I have raised my hopes that the devs will give us full craftable armour and have started buying Armour Attachment SEAs in expectation that I may be able to use them someday soon. Please don't let me down devs



Charm-O-Shaun
Resource Vendors at Zlatan's Vendor Mall [Offer items here]
/waypoint -375 -5480 Coronet

ArusSaab
Tue Mar 09, 2004 12:19 am
#67

Waiting to hear more than "when we get close we'll let you know we're getting close" on the smuggler revamp. Pub9? 10? 30?
Thunderheart
Tue Mar 09, 2004 1:52 am
#68



Last Week'sThread:





http://forums.station.sony.com/swg/board/message?board.id=in_live&message.id=6918



Welcome to the Weekly Discussion Thread. This thread is for commenting on general live issues, asking questions and reporting known issues.





Kurt "Thunderheart" Stangl
Community Relations Manager
DVader539
Tue Mar 09, 2004 1:56 am
#69


DVader539 wrote:


LLJK_Griz wrote:


Thunderheart wrote:


DVader539 wrote:

Here's a real, real, real simple fix for you.

Spraystick is supposed to be Acid damage
Tusken Rifle is supposed to be Kinetic damage
T21 is supposed to be Blast damage

The correspondents and I have looked at this many times. Sorry, but its not an easy change. Damage types have a relationship to damage and by changing the damage type, it also changes the damage modifiers (numbers) and throws them out of whack. This is something Im checking to see if we can address in the weapon balance part of the larger combat balance, but I don't know what the answer might be. And in any event, concentrating on these minor things before the weapon balance isn't productive. We'll want to look at things when the combat balance is on TC.

If that is true, then why did the Tusken start off as kinetic and then mysteriously change to another useless energy rifle around publish 4? Why has it taken this many months of weaponsmith and rifleman correspondents complaining before we got ANY response on this?

First off, thank you TH for a response to this issue. Before you read anything else in my response, please understand I am directing no anger at you, since I know you are only fielding the question, and are not responsible for the error nor ignoring the error.

With that said, LLJK_Griz makes a very valid point. If it's not an easy change, then how did the Tusken Rifle change it's damage type? If it was unintentional, then I'd like to meet the unlucky guy who by-mistake did the complex job of reprogramming it. If it was intentional, then I'd like to meet the doofus who went to all that complex work to screw up a weapon. Or is this a case of "if you had a dozen programmers sitting at a dozen terminals typing randomly, in twelve days they would reprogram a complex variable of this game"? of course that last one was a joke. I hope...

Finally, what bass-ackwards logic made the Dev team make a weapon's stats not variable-entry based? That being, a weapon's code is a string of numbers, each number representing a stat. Like 1=energy damage, 2=heat damage, 3=kinetic damage, etc. Then a seperate function takes certain numbers during a fight and puts them through an equation set to figure out damage and such. If the Dev team made it any more complex than that, then please hire my service of logical thinking. I'll sell you my services at a good price since I'd enjoy making this game better. (p.s. I'm serious.)






Click here for proof that the Devs hate Riflemen. And here's the kicker! (Seperate thread)
Making a controversial point: Ignored
Making a good controversial point: Locked
Making a great controversial point no one can argue: Thread Deleted
There are few things you can post, for everything else, there's a CSR waiting.

RohmEnari
Tue Mar 09, 2004 3:32 am
#70

Just wondering where the Ranger profession stands in the eyes of the Devs. It seems to be forgotten. The Outdoorsman idea is still much loved by the current ranger population and we would love to see it implemented. We are all very patient in regards to getting a revamp, which rangers sorely need right now, but we would like a little information as to where we stand though. A little info is better than none at all.




Your friendly neighborhood Ranger,


Reyune


Polychrome
Tue Mar 09, 2004 6:20 am
#71






IgescaStorm wrote:





Thunderheart wrote:

Guys - - the FS slot has not been turned off...






And what about Holocrons are not tradable?

Why nobody told something about that?

(I did not try it myself, but heard it from various quells)






The holos are non-tradeable because you get them free in a quest now.



lPolicroma Soll

[[[[[[==H==/ggggggggggggggggggggggggggggggggggg)

Elder Tailor, Newbie Jedi, Minor Annoyance

atimes
Tue Mar 09, 2004 7:07 am
#72


The following events happened to me last night and should not be happening to me nearly 9 months after release.


I went to Lord Nyax's cult last night wearing a full suit of composite and a back-pack (yes you can already tell where this is going).


Anyway I make my way down the compound and I get to Lord Nyax himself and the armorhole kicks in big time. I'm getting hit for full damage (over 1200 pts per shot) my armor is stopping nothing and I'm soon incapped and deathblowed suffering decay, wounds and time lost.


Now I'm considering putting my backpack of spare meds in my house but that would make me a less effective healer since the majority of my meds are in my backpack. Also I have to worry about my house mysteriously eating my items because once I put the backpack in my house, in order to pick it back up I have to clear out enough main inventory space to hold the backpack and it's items. So if I start to lay things down I'd like to use another backpack hanging on the wall instead of dumping everything on the floor. However when I put things in a backpack hanging on the wall there is the danger the items will disappear until the next server reset so I'm stuck because of 2 bugs that have existed for months on end.


Doesn't that just seem wrong?

Scorus
Tue Mar 09, 2004 7:19 am
#73

Secret Research Data is an ingredient box that appeared in BE chef tissue schematics when the Chef and tissue changes were done. Many assumed it would be a rare drop in the Genosian dungeon, now some assume it is a rare drop in the new dungeon on test. Others just assume it is not in the game yet.

Needless to say, like everything having to do with BE, THERE IS NO DOCUMENTATION! Will someone please shake some documentation loose from Keldarin, it is really making your management look like it has no control over its people. (See one of the Seven Deadly Sins of SWG threads in the Discussion forum that was closed in the name of Customer Service.)



Scorus
Scorus
Tue Mar 09, 2004 7:23 am
#74

TH: You specifically said you had asked for permission to tell us what the mystery thing was. I gather that permission was denied?

In the weeks before Publish 6, there were more than 30 reports of unlocks each week and it increased each week. In the week immediately preceding Publish 6, there were more than 50. There have been less than 20 in the month(?) since Publish 6.

Just to make sure that the Dev position is clear to your paying customers, your position is that there was some mystery thing that we don't know that just happened to be triggered on the day that Publish 6 went live and that lowered the rate of FS unlocking by 90% after it had been increasing every week before that?



Scorus
Scorus
Tue Mar 09, 2004 7:26 am
#75

Okay, might as well repost my armor idea here in case it hasn't been seen elsewhere:

Fix PSGs to make them good alternatives to armor and make them incompatible with wearing armor. Thus wookies can use armor AND we get to see players wearing some of the hundred+ items that tailors make instead of seeing everyone dressed in the same armors. You've designed some really incredible graphics on the clothes and then made them obsolete by creating a combat system where armor is so useful it is viewed as essential. You can undo some of that by making PSGs the answer. PLUS they work with the continuity of the SW universe, as opposed to Wookie armor.



Scorus
Scorus
Tue Mar 09, 2004 7:29 am
#76

No, the FS slot has not been turned off, people are still unlocking. But the day that Publish 6 went live triggered a 90% reduction in the number of people that were unlocking. The rate had been skyrocketing but that day it plummeted. And your position is that nothing changed?



Scorus
Johaan
Tue Mar 09, 2004 7:30 am
#77

I submitted this using /bug in the game, but am curious if others have encountered it.


The bug:

I was tagged overt without declaring.


The situation:

I signed on to Starsider Monday evening (3/9) and ran harvester runs. I took a shuttle from C City to Thead where I noticed I was overt. I may have been overt before, but that's when I noticed it.


I have never declared overt status with this character, so I have no idea how it happened. Just for the record, I was not grouped with anyone, I did not trade with anyone, or heal anyone, or attack any NPCs or PCs so mistaking a TEF for overt status is out too. My second character went the same places as the bugged one and he was not overt/TEF, so scanners are not the answer either.




Anyway I really don't have more info to help isolate it, but it definitely was a bug of some kind.


Johaan, MD
Eternal Flame
Starsider
Scorus
Tue Mar 09, 2004 7:31 am
#78

Since I'm reposting my ideas on how to solve problems and since you mentioned the ludicrous dev solution to the vendor storage issues, here is another:

13) Idea to reduce crafter inventory AND database space:
A storage machine that looks like a vendor (I know most crafters use their vendors for storage anyway, but keep reading). Open the storage gui, 'sell' your 3K container of Domesticated Corn to it, the item itself is destroyed but the information (3000 units of Aekgiheb Domesticated Corn) is saved. It would exist in there much as resources exist in a harvester hopper before retrieved, only you would be able to view the resource's properties (preferably in a sortable form?). When you need it again, you pull it out just like you pull something out of a harvester hopper, telling it how much you need and it creates the object.

Fewer items in the database, crafters no longer have to have second and third houses for storage, vendors no longer have to be used as storage, everybody is happy.



Scorus
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