Development Cycle Archive

Thread: Weekly Roundtable Discussion (Week Ending 6-7-04)

nolan007
Wed Jun 02, 2004 12:09 am
#66


On-Live:


Absolutely NOTHING was spawning2k past of any city or outpost. PvE was dead last night. On Bria, Itried Dathomir, Endor, Lok; all with the same results. No creatures were spawning. Zero, zip, nada past 2k of a city or outpost.


Are Jedi suppose to grind 1k from a city?


Please investigate!



Concerning TC2: Give us a better testing experience.


I suggest the following:


Copy over all existing Jedi to TC2 so that they can...


  • Get a feel for the new system.
  • Understandhow many skills they will be able toselectwhen it hits live.
  • May use their current saber materials forthe construction of anew TC2 saber (a better test).
  • Get abetter understanding of theJedi skills.

Additionally, drop Jedi robes ineveryone'sinventory.


No surprises may mean less complaints.



Please consider that most testers arenot getting an accurate picture of the new Jedi system on TC2 since....


  • They are using junk materials for training sabers.
  • Don't have doctor buffs for combat testing.
  • Not given access tojedi robes.
  • Not awide variety of combat templates to battle and test our Jedi skills against in battle.


-------------------------------------------------------------------------------------------------------------------


My overall impression of the new Jedi....


Biggest complaint:


  • Force regenerate is too slow. I believe it should be bumped to around 50% to 100% faster -- as opposed to sitting around for 15 minutes; that time could be cut in half. Do you want everyone to grab meditate? I hope that's not the design.

Also, my test Jedi is dead on TC2.



I got disconnected during theforce selectionwizard so I couldn't train many skills.


As a result, I tried to surrender all force skillsso that I could reselect them. However, that didn't work andmy Jedi is withoutany force now... and the trainer says that I can not learn Jedi Initiate (with a shrug).








~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
Star Wars vs. Star Wars Galaxies
(Revised 07.07.05)

( Maybe one day these ideas will be considered or implemented. Bump it, please? )

Partamers
Wed Jun 02, 2004 12:10 am
#67

Thunderheart,

A few weeks ago I posted an idea to add content to the game and a response was added by a member of the bounty hunter forum (can't remeber his name to give credit where it is due. Be assured his post was much appreciated). I would like to resubmit that idea with some added thought.

The post I am referring to had to do with player loans and possible bounty's for defaulting on the loan. The response I received was that a player could make an alt and get the loan then tip his main and delete the alt. So what you are saying is that you can't track that transaction? Ok, maybe....just maybe that is true but what could be done is an combination of the other post from the BH forum where a crafter could offer a product to a player and the player can only pay 10% of the agreed upon price so the crafter finances the remaining 90% plus interest. Or whatever the terms are worked out between the crafter and the purchaser. If the payment terms are met then nothing happens if not the crafter initiates a bounty on the offending player. (I am sure the original poster can fill in all his details because I could not locate the original post)

Now your are gonna say we will have the same problem....player has his alt buy the harvester, weapon or armor and then trades the item and deletes the alt. But crafted items have a serial number which your database should easily be able to track as collateral. If the alt is deleted prior to full repayment of the debt then the item is immediately returned to the original crafter who holds title to the said piece of property. The crafter would then get whatever had been paid as a down payment plus any payments made along the way and the merchandise to resell. And just like a bank requires insurance on any loaned item then the maintenance would be automatically deducted from any account so that the merchandise can never get to zero condition and if it falls below a certain level then it could be repo'd so that the crafter gets back his merchandise in repairable condition to be resold.

Now we have an interactive bounty system and at the same time we are also helping beginning players to begin their quest in SWG.

So what do you say Thunderheart? No matter what your DEV team tinks up or we as players think up there will always be someone who comes along and trys to exploit it but we can not let that stop creative thinking and content. Please consider how a system like this could be put in place and the possible exploits can be worked around. It is the one item needed to keep the player economy growing. You say you need a money sink? We could add on top of what has already been said trasaction fees, loan processing charges, and the list goes on and on. The idea has a solid basis. It give BH's a possible bounty. It gives crafters an increased market. It allows new players a way to get the equipment they need to begin the process of growing their professsion and it gives you another money sink to keep the economy balanced.

By the way I am not a BH. My alt is a crafter and I would be one of the first to be willing to try this concept and see how it works if you want to test it out.

Asnokat
Master Smuggler, Master Commando
Leader of the Brute Squad
Bloodfin



Asnokat
If so powerful you are?..why you hide in house!"






"SWG is a story rife with broken promise after broken promise, nothing was ever finished or polished, corporate greed and yearn for making current quarter profits pushed development, instead of meeting the real needs and wants of the players." --Jason Gould--
EMC2
Wed Jun 02, 2004 12:11 am
#68

I totally agree with a topic of the week concept. This works great for correspondents to capture focus discussion on specific topics, so it should work well here too.

Knapf
Wed Jun 02, 2004 12:16 am
#69


Not sure if this has ever been addressed but here it goes.


I place a lot of structures .. a whole lot of them.. Is it possible to have the No build zone shown when I go to place a house. I can't tell you how many time I have come to a area I want to place a Harvester or a house and it shows up as green.. only to be told that I can't build there. I'm totaly cool with no build zones. though I think the closer you get to a real city the more the upkeep should be.. inside a city zone should be 5x the upkeep for a house or harvester. That's just a pie in the sky idea. I am really hoping for a way to see no build zones (or at least make it show up when going to place a house.. Hate seeing a green ok sign when to place it only to be told " Building not permitted" anyways thank for the input. or even just reading it.
VempireAtDusk
Wed Jun 02, 2004 12:22 am
#70

Fix me!! i have guardian 4444 on corbantis but only 8 jedi skillpoints on TC2



Herodias,TC2


Partamers
Wed Jun 02, 2004 12:32 am
#71


wickedHangover wrote:


Partamers wrote:
Thunderheart,

not so bad idea, i want player bounties bad myself

Asnokat
Master Smuggler, Master Commando
Leader of the Brute Squad
Bloodfin


the problem with loans is how easy it is to exploit.

step 1, get loan

step 2, /tip friend

step 3, delete toon and go to step 1






I fully understand that problem....that is the reason I addressed a solution. Loans would not be given indiscriminately. The crafter would still have his merchandise if the toon/alt was deleted so that issue would be resolved.

This is easily put into place if we all approach it with the idea that it is possible and not that it is impossible. I am not saying that that is what you are doing here I am just pointing out that we need to look for ways to make things work not look for ways not to make them work.

Asnokat
Master Smuggler, Master Commando
Leader of the Brute Squad
Bloodfin



Asnokat
If so powerful you are?..why you hide in house!"






"SWG is a story rife with broken promise after broken promise, nothing was ever finished or polished, corporate greed and yearn for making current quarter profits pushed development, instead of meeting the real needs and wants of the players." --Jason Gould--
Strikke
Wed Jun 02, 2004 12:43 am
#72






wickedHangover wrote:





Partamers wrote:
Thunderheart,

---> a not so bad idea, i want player bounties bad myself <---

Asnokat
Master Smuggler, Master Commando
Leader of the Brute Squad
Bloodfin






the problem with loans is how easy it is to exploit.


step 1, get loan


step 2, /tip friend


step 3, delete toon and go to step 1





Not ifthere is a requirement that the character taking out the loan must have existed on that server for 6 months (or a year) before being able to get a loan.




Bloodfin: Dakkor Lightrunner - Adventurer - (Here, There, Everywhere)

Starsider: Heph Starstrider - Master Weaponsmith : Fencer - (Location Classified)

SioBabble
Wed Jun 02, 2004 12:54 am
#73






Thunderheart wrote:





Squidwalker wrote:

Thunderheart, if you are able to have a back and forth convo with us in a thread, then yes that would be a great idea. I know in last weeks thread many of us wanted more clarification on what you meant by the number of players effecting the numbers of lair spawns. We never heard back from you at all after that.






Well, when I posted that information, that is how the system works. Since then, I've done some follow up discussions and I'm concerned that something else is happening and we've been looking into it.






TH, please do.


Let me provide some additional datapoints:


After my trip across the Agrilat last week, decided to head to the NE corner of the map of Corellia (this all on Ahazi) and see what showed up.


To my surprise and delight, I was greeted by many spawns of wild creatures and serious NPCs. I actually ran into a lairless spawn of devil gulginaws, for example, and numerous spawns of dalyrakes, dalyrake harvesters, and giant dalyrakes. On the NPC side, there were "wild" spawns of Hidden Daggers, Afarathus, Flails, and Nyax goons. Didn't run into any NPC FS or Jedi types, but they're always quite rare, but do spawn occasionally on the fringes of Corellia, far away from the NPC cities.


The word must have got out, though, because the next day I saw several PCs in the area, and the number of spawns seemed to be fewer. More areas where there were no slice hounds or even the ubiquitous diseased vrelts.I spent Friday and most of Saturday in the NE corner, looking for avain meat (Corellian avian is exceptional right now on Ahazi) and decided to look elsewhere. The spawns that would replace the ones I cleared out were mostly NPCs, and while am as much in favor of looting Flail scum for fun and profit, no matter what I looted (even crystals) was not going to be as important as avian meat that crafting docs were offering up to 400 cpu for.


So I went to the mountains S and SE of Bela Vistal in search of giant spats and gulginaws. Did run across a few lairs, but very few. Most of the time the wilderness was barren of fauna. The mountains NW of Bela Vistal (around the Rebel PvE battlefield) were better, with much more frequent lairs of all types; wrix, gurrcats, mountain murras, Flails, Afarathus, CorSecs, and of course a few very nice 4 or so giant spat spawns which I happily harvested.


Still, the situation in the Agrilat on Thursday still requires some investigation. I've been doing a lot of hunting away from the cities, looking for the big Avian droppers over the last week or so to take advantage of this exceptional avain spawn, and there just aren't alot of them. I didn't try around the Rebel base, where normally you cannot toss a rock without hitting a spat, but guildies did look around it and reported that lairs of any type were difficult to find, and we're talking Rangers using tracking skills.






Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


SioBabble
Wed Jun 02, 2004 12:58 am
#74

One more datapoint, and it's an imporant one.


All my searching in the NE and SE corners of the map was on foot. No mount. Just me and a GSP tagging along behind.






Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


wickedHangover
Wed Jun 02, 2004 4:58 am
#75

Hey Thunderheart,


Would it be possible for you to comment on how effective a solo player will be against a supoer battle driod after the combat rebalance?


I'm not looking for details, I'm just curious if these driods were built for post rebalance game play, or of they are going to be altered.


It just seems that in some way, shape or form, all combat classes are going to be weaker across the board. If that is the case, then death watch will be that much harder.







clockworkorangeclockworkorangeclockworkorange
clockworkorangeclockworkorangeclockworkorange
clockworkorangeclockworkorangeclockworkorange
wickedHangover
Wed Jun 02, 2004 5:12 am
#76


Which was the most successful new dungeon publish: Death Watch, Corvette or Geo?


To me, I think Geo was most successful because all you ahve to is go there, Not go on a scavenger hunt to get a ticket, or talk to someone in a theme park building to gain access.


Corvette was very successful until they killed it by adding more SBD's.


Death Watch seems to be a complete failure.


I only say this because I have (stupidly) takensix bounty hunter missions that spawned on Endor in the past 5 days, four of which (were bugged) gave me their last waypoint as if they were shaking hands with the super battle driod outside the bunker. A /who showed 3 other players, there were none in the bunker or even in the area of the bunker. I shuld add that this was during "peak" playtimes.


This to me was pretty sad considering my next mark ran to the geo cave on Yavin which was hopping with players.


I think it is a fair assessment that the Death Watch Bunker Publish was a major failure. For all the work that was put into this cave, the end result is probably very few people bothering with it. I hope this can send some sort of message to the dev team that if its not fun, nobody will bother.





clockworkorangeclockworkorangeclockworkorange
clockworkorangeclockworkorangeclockworkorange
clockworkorangeclockworkorangeclockworkorange
Ethen_Roe
Wed Jun 02, 2004 6:40 am
#77

People are saying the hotfix has messed up wepon crafting, and pulling a wepon out of your crates is causing the stats to go funny
Tstorm
Wed Jun 02, 2004 6:54 am
#78

Can something be done about these forums and the constant need to login over and over? I recall awhile back that something was said about not needing to login anymore to browse, but I am still often prompted to login just to browse posts. There are times when the system seems to let me slide unauthenticated, but then I have to deal with whatever the default wierd theme of the week is.

The biggest problem I have is that when I log in, I don't stay logged in (even though I leave the same browser instance open all day). After a short time of inactivity (maybe 5 minutes), I seem to get timed out and have to relogin. Once we're logged in, can't we get a cookie or something that keeps us logged in for the day?

Being logged out (regardless of timeout) wouldn't be as annoying if we were taken back to where we were when we log back in. As it stands, I often have the Dev Tracker open, and if I refresh the page and am prompted for login, once I login again, I'm sent back to the main SWG page, then I have to click on Dev Tracker again. If I happened to be on a different forum, it is even more of a pain having to get back to where I was. It's actually gotten to where whenever I want to do anything, I keep the main SWG page open and I relogin without being prompted to before reloading a forum/page or post just so I don't have to scream when I'm redirected all over creation.

I understand the SWG forums and the larger Station login system are pretty high volume, but the end result is pretty poor at the moment and it's gotten worse over time. I used to be able to stay logged in for the better part of a day while at the moment, I'm lucky to be able to stay logged in for 5 minutes.
Page 6 of 12