Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 3-1-04)
Thunderheart would you be so kind as to respond to the questions and concerns of the dancer forum please?
Just one post or something if you aren't planning to legitimately respond to either our five concerns or the ten questions that were submitted by our correspondent.
Cafa wrote:
TH,
The recent publish set Droid Storage Compartments experiementation ofquality to OQ/Conductivity 50%/50% vice the previous 100% OQ.
StarchMonkey wrote:
1) Any sort of formal update on Armorsmith issues? Have we ever had a Top 5 response? Missing stats from segments/layers, GDK scale drops, shifting stats on PSG, Tantel, RIS.
2) Can we expect new mounts or vehicles anytime relatively soon?
3) Will the Aqualish Cave badge be fixed so I (and others) can get out Master Explorer badge?
1. We are diligently working the armorsmith stuff. See the In Live thread response for a breif Top 5 Update
2. We are planning 2 new mounts...No new ground vehicles (probably) until after Space.
3. I'll look into the Aqualish thing - - are you sure it gets a badge? Not all POIs get badges... (Ill try to head out there tonight)
(Pleaseput posts like thisIn Live)
DjHotpocket wrote:
Please fix the locked magseal containers in dungeons. They are always broken and can't be opened, like a failed attempt on a looted locked container. I examine them and it says there's something in there but I cant's get it and I wonder, "God, I wonder if that is a skilltape or something worthwhile?".
Please give us smugglers more of a role. Blast door blocking your way? Security system needs shutdown? Need a passkey from a terminal? Call a smuggler. Would add lots of Star Warsiness. Especially on faction bases. The door is wide open, like a barn. A door there would only make sense, and make it more fun to break in.
The MagSeal thing is tricky because it has to do with container permissions, though the team is addressing it with each Loot pass...
Smugglers Roles will be improved with the revamp - - please see the In Concept Smuggler Thread.
Abraxus666 wrote:
I'd say the ONE thing that would improve the SWG feel would be a brand new mechanic profession.
Well, I've lobbied very hard on the community's stance to not add any new professions for the time being. Most people prefer that the Live team focus on the existing professions before we add new ones. Although you can expect new professions with Space and we'll be adding new stuff after the SE launches, though thats way too far in the future to talk about really...
CyberFett wrote:
Let me (and the Dev's) know what you think.
Nice work CF ![]()
can i get an AMEN!!!
Settbacca wrote:
I have never posted here before as I just felt I never needed to. Well I'd like to bring back to light a topic I know hasbeen discussed probably on numerous occasions but I felt the brunt of it last night like you wouldn't believe -- No player made defenses for wookiees other than natural defense.
I'm not here to say we need composite or any other type of uber armor, im just saying that we are at a distinct disadvantage to those species that can wear armor. I'm not even talking about PvP here.....PvE is where I play. With everyone getting buffed for anywhere from 1000-3000+ on each of our stats where does our extra 300 HAM get us?
Let me put it to you this way, I went to Dath to fight some NS and saw another toon there doing the same thing as myself. We were both TKM, but he was donning high kinetic resist armor. He lasted significantly longer than myself in the same situations.....obviously. I don't want to ramble on and on about all this, but would just simply like to suggest the possibility of something being done to compensate how awfully unbalanced and unfair this is to our species. ANY help from some player made defensives for wooks would be greatly appreciated. (shield gens are out of the picture, unless they start to work soon and even then when I had one that did work for kinetic damage it lasted all of 20 minutes.)
I know this has been reitterated probably a million times, but I would just like the opportunity to do the things other characters are doing without having to sit on the side lines saying "man I wish I could do that, but I can't because I won't last 2 seconds" Nor do I want to restart a new toon as I have been playing with my original since a week after launch.
Thx
2 questions.
1) when is the exact month the Smuggler Revamp will go in that we were promised back in September 2003 and it actually started to pickup steam around December 2003? Inquiring smuggler minds want to know! About every profession in the game has been fixed, tweaked or almost revamped EXCEPT smuggler. Jedi wasn't even IN the game when it shipped, and yet THEY get revamped first. I call unfair. Some of us paid and are still paying hoping smuggler will get fixed.
2) Imperial Crackdown (Lite). When will we see the ACTUAL Imperial Crackdown? AT-AT's, AT-ST's, Dark Troopers, Storm Commandoes and maybe even some Noghri if at all possible -in all major cities? Seriously the Crackdown has turned into nothing but a Rebel Faction Farm.
Thunderheart wrote:
Cafa wrote:
TH,
The recent publish set Droid Storage Compartments experiementation ofquality to OQ/Conductivity 50%/50% vice the previous 100% OQ.
This change was due to a Droid Engineer request.
(Pleaseput posts like thisIn Live)
1) The Dev's NERF'd the Commando DoTs to prevent griefing, but more people are now calling for a NERF do to the increase in the Commando initial power of their specials (they are not taking into account heat resists). Is there any plan to fix the Commandos Flame thower so it DOES NOT see a power reduction (which would make it useless with such a small DoT). How do Dev's plan on balancing this without NERFing to death the Commando's only valid weapon?
2) The Heavy Acid Rifle tree of Commando still has skill mods that do not stack anda weapon that has the same retrictions as the FT (range and delay) but no DoT. Is there a plan to fix or replace this weapon? There have been many suggestions in the Commando forum lately to replace this weapon (or change it) so it either temporarily reduces resists via it's specials or increases vunerabilities...What is planned for this weapon/tree?
3) Commandos are the only ranged profession that has ALL of it's profession specials working only in Melee Range, yet Commandos have less melee defense then any elite ranged profession (which all have ranged specials and don't need to get into melee range to use)...Is there any thought into increasing the Commando Melee Defense or increasing the Commando special range to 32m (half of other ranged professions, but more then Melee professions)?
4) At the state that the Commando Profession has reached, most figure that the only thing that will save it is a complete revamp of it's entire structure...Has this been considered, and if so, when should we expect to hear/see any results?
Thank you for your time...
Thunderheart wrote:
Cafa wrote:
TH,
The recent publish set Droid Storage Compartments experiementation ofquality to OQ/Conductivity 50%/50% vice the previous 100% OQ.
This change was due to a Droid Engineer request.
(Pleaseput posts like thisIn Live)