Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 3-1-04)

billy128
Tue Feb 17, 2004 9:14 pm
#66

Are pet special attacks going to be fixed ?? When CH was nerfed (a nerf that was needed) we were promised we would be able to control our pets special attacks , as every tamer and BE is aware these have never worked properly . I've made lots of pets with dizzy knockdown combo , but not once have they ever knocked anyone down. Not of the other specials work reliably on command either . I'd love these to be fixed .



kitara Master tamer / Master bio-engineer on chimaera
my BE shop is at -1547 , -4308 (1 min ride from bestine)
Blade_Lightstar
Tue Feb 17, 2004 9:44 pm
#67

I have thought that having a new droid module that allows droids to repair vehicles out in the field would be a big selling item for droid engineers. Most players have a vehicle of some type and who doesn't get tired of running to a city garage to get repairs? Also, due to the fact that most players have a vehicle, the droid engineer profession would benefit from a larger population of people wanting a droid for that purpose instead of just a few professions that use droids as a crafting station or medical station. The droid engineer profession needs to be able to make a product that is in demand by many instead of just a few.
Niza
Tue Feb 17, 2004 10:29 pm
#68

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.





Ni'za Whira - Just another Bounty Hunter
ZevVeers
Tue Feb 17, 2004 11:05 pm
#69


There are several things I want to see in the concept phase.


I remember in beta 3 the personel faction mission terminals were cut out because of an exploit. I think after the release this should be thoughfully re-explored by the devs and implemented into test centerwith the nessacary fixes. This should tie in with the GCW'big picture' that the devs are striving to achieve.


Secondly, the houses should have multiple residence allowances. For three players basing out of one large house, there should be more than one resident allowed. These admin'd allowednon-owningplayers already have the ability to move furniture, deposit funds for maintence, and drop off items. They should be able to bring their vehicle out of their datapad from thehome they have admin privilages at.


Lastly, and this is for eye candy and GCW purposes, construct scripted events such as lambda class shuttle landings with patrols disembarking in player cities, and areas outside of traditional rebel strongholds. Heavy spawning with these events should occur.


Thanks for your time


Dusty Landingpads





IGN: Dusty Landingpads
Proud member of WOOK
RAMBOW
Wed Feb 18, 2004 12:03 am
#70

Is it just me or did you take out the part about FSCS in your reply... i saw it early.. came back for it and now its gone.... what gives?





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Mahonri Disciple #2: The Dusk
Thunderheart
Wed Feb 18, 2004 1:00 am
#71







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)







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






Kurt "Thunderheart" Stangl
Community Relations Manager
Lyyyni
Wed Feb 18, 2004 1:03 am
#72






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






can i get an AMEN!!!




Lyyyni
Shadow Alliance
I pay it Gladly.
PhoenixOrion
Wed Feb 18, 2004 1:04 am
#73

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.





Phoenix Orion - Master Smuggler, Master Teras-Kasi, Scoundrel, Rogue & Entrepreneur
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capnjosh
Wed Feb 18, 2004 1:05 am
#74

I guess, then, there would be no consequences for doing rebel or imperial missions (no TEF)? Or, would they make you overt as well? If that is the case, you would have to find a rebel or imperial recruiter to go covert when you're done. My impression is that would work fine. So, at least preliminarily, I agree with your "covert or overt, no in between" idea.
Ackis
Wed Feb 18, 2004 1:20 am
#75






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)




I know you said to put this in live, but your comment was made here.


The response that DEs got towards this change that it had to do with fixing experimentation on DSCs so that DEs can experiment on them using DE exp points, not MA points. There was nothing to do with a DE request directly. Kinda makes it sound like the DEs wanted this change. We weren't aware of it, and personally I'm not supporting or thrashing it, just the point is we didn't have a say in it, it was just done.



Imperial Captain Ackis Losackego - Über f335h

garvin
Wed Feb 18, 2004 1:21 am
#76

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...




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

Kollos
Wed Feb 18, 2004 1:22 am
#77






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)






Huh? No, it was not. Do not try to blame Droid Engineers for this change.


Droid Engineers wanted Droid Storage Compartments to use Droid Engineer Experimentation instead of Artisan Experimentation. THAT is all we asked for.


We did not ask you to change the resource stats used by the experimentation and in fact had no idea that such a change would be the result of our actual request.



Kollos Orcslayer : Master Droid Engineer : Master Artisan

Droids by Kollos -840, 3980 Seacht, Naboo (NW of Keren)
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MojiTiwlon
Wed Feb 18, 2004 1:22 am
#78

Give both scouting and artisan the ability to search for resources?



Rifleman/CH
Former Master Medic, Carbineer, Doctor, Artisan, Armorsmith, Combat Medic, Marksman, Brawler, Scout, Entertainer, Swordsman, TKA, Bio Engineer
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