Development Cycle Archive

Thread: September 30th Update

Shato
Wed Oct 01, 2003 6:37 am
#66






Q-3PO wrote:

the coming update notes are on the Test Center (and In Testing).






"Missions on advanced planets will now scale correctly based on character level."


OH NO!My character is both a master smuggler and master creature handler, but the game treats my "character level" as being near zero. The highest mission I can get on a starting planet is 10, but mainly I get mission level = 7, I'm pretty sure Iwas doing level 7 missions on my first or second day playing Star Wars. Does this mean that now when I travel to Endor instead of doing mission level = 60 (which I'm perfectly capable of) I'll be back to killing Gorgs and Cupas? There goes any incentive to travel, and 90% of what I spend my time in game doing.


Can't players choose their own mission levels? Basically if this patch does what it sounds like its going to, I really don't have a lot to do in the game, now on a starter planet I can walk to a mission and litterly finish it with5 shots from my pistol (3 shots to kill all the creatures or NPCs guarding the lair, and2 shots to kill the lair itself), I'm basically invincible against my toughest missions, even without pets. The only difference with faction missions is that the lairs are tougher, I can still kill all the NPCs with a single shot each, but those lairs take about 5-10 shots to destroy, but there is still no challenge at all. /yawn

Teleo
Wed Oct 01, 2003 6:42 am
#67

I like the changes, but not happy at all. Your tweaking stuff that needs to be tweaked. That's great. I say screw the Player Cities till you can get the major problems fixed. All your doing with the Player Cities is going to compound your bugs and CSR tickets with more bugs. FIX THE STUFF THATS BROKE First!!


What about the Rifleman? We still take 2.5x dmg from melee.. Mob will still warp ontop of us from 60+m away. Has your rifleman dev not heard of a rifle butt to the head of a melee opponent? C'mon why am I taking 1200+ dmg from a Imperial Cadet just because he warps on me from 60m away??


The CH is getting the shaft again. Still have to use a city, residence or a camp to call a pet. You didn't address the warping to the datapad issue, the stops to smell the roses issues.. Since we have to wait 60sec after a fight to store a pet there is no explot to calling pets anywhere. Since all the missions and POI are so far out of a city you expect the pet to follow us from a city to a POI 12km away? That's BS the pet autostores or stops. Then we have to find a camp, make one or whatever. Some of us CH's don't have the Survival tree. Because we HAVE to take up a combat profession to make faction points.


I'm being a bit selfish here, but these are the things that effect me personaly. Along with a large base of players. I'm pissed.. We've been waiting this long for this patch and it's personaly just fluff..


I've got 2 months left on a 3 month purchase.. I'm thinking seriosuly about just calling it quits. There are going to be too many new games coming out soon, hopefully they have a better BETA Test then this POS game you release....


Yes I'm bitter.. I feel ripped off somewhat.




"I can picture in my mind a world without war, a world without hate. And I can picture us attacking that world, because they'd never expect it." - Teleo
Radcliffe
Wed Oct 01, 2003 7:51 am
#68

All of these fixes are truly wonderful thank you! I know that there are several professions with no fixes in this patch but I am highly dissapointed to see no movement towards the basic fixes for the Squad Leader profession. Is it possible to get an update on the current SL situation from the developer? We have heard nothing on our feedback to the proposed changes for Squad Leader. I understand that there are probably some high level meetings needed for this profession considering the whole profession is basically being overhauled - but please keep us in the loop! Let us know if said meetings are actualy occuring - have occured - will occur whatever... more information is better in this instance. We customers that have stuck around are here because we are committed to giving your fixes a chance. Please give us the information we need to continue to make informed decisions.





Zandahl Dubh [ITC]

Zandahl's Safari and Travel
Theed, Naboo
Tendral
Wed Oct 01, 2003 7:55 am
#69

Patch notes are still mixed in with old notes even though Vass acknowledged that last week.


Changes to harvesters? Can someone comment on this please? Are you going to give Architects the 10 experimentation points we're supposed to have if experimentation now matters?


In the Dev chat last week Green Marine said many of these fixes were easy to do, it was just a matter of sitting down and doing it one day. How about having that day before you push a new publish on us that we a) don't know what is really being changed and b) has changes that affect professions without addressing other issues first!


What happened to wanting to discuss balance changes before patching them in? You don't consider reducing harvester capacity to 1/10th it's original capacity and NOT upping the ability to experiment a balance issue? Do you have any idea what this is going to do to the market and especially for the 1 class that needs massive amounts of resources?


/sarcasm on


I suppose making structure crafting excessivly expensive and time consuming and therefore driving more of us out is one way to deal with our issues


/sarcasm off




Tenal - President of Arion
Mayor of Arion City, Corellia, Kettemoor Server
Master Architect, owner of Arion Homes and Harvesters at -3172, -1273, Corellia


kevincore
Wed Oct 01, 2003 8:05 am
#70

OK Devs, I havent once, said anything negative on these boards, but enough with the Stealth Nerf Patches. Were paying for this game and we have the right to know what your nerfing so we can choose whether or not to continue playing these nerfed professions, species, or even the game. So with that said, where is the stinking Update Notes? Thank you.



-Kobie Pace
-Eibok
-PACE Federation 4 Life-
ArdnLr
Wed Oct 01, 2003 8:26 am
#71

With so many profession broke, I would like to see a priority placed on that. I know that development of new features and content still need to happen to keep the game flowing. But, I still think there is a major communication breakdown happening. Any game will have balancing issues, but we are now a few months in the game and some professions need major "finishing".


I enjoy the game, but it isn't what I expected or promised. At the 6th month subscription point, I will go to monthly. If I don’t see a focus on fixing professions by the new-year, then this game is lost and the Space Expansion will be just the same ole...same ole.


Why should I expect anything different with the newer features? The testing environment for SWG is very poor. I know that it is difficult code to write, but you can sure improve your testing methodology. Will the next features and new classes be "finished".


People are still playing the game because it is new. Credits and content are not enough and I hope you realize that people will get bored with their broken (not talking balance) classes and move on to a different game. To me, it seems that SWG thinks that adding material to the game is more important than fixing current professions. Keeping some "promise" of new features is NOT more important than getting our professions right. That is your gamble...


December is the breaking point for many of us...



Ardn

TylerDurdon
Wed Oct 01, 2003 8:28 am
#72

Hey guys,


Casual player here. I have played since opening day, but only about 8-10 hours a week.


Here are my thoughts on the recent update/state of the game:


Whatever else you read (there is alot of negativity driven by impatience), don't let it get to you. You guys are doing an awsome job.


There are a few areas that I feel may need some touching up though.


1.) As an architect, I think that tool & crafting station quality should have more effect. I know that our skill trees have bonuses towards the reduction of failures, but I must say, nothing makes me angrier then losing a product on final preperation (that's been happening too frequently for me, and is actually taking away from the "fun" factor). I thought that spending extra money on a crafting station of +37 and a tool of +14 would make some difference in how much I lose, but it really hasn't. That, or let us somehow insure our goods against this (something else we can spend money on) by having it do a dry run beforehand and tell us if it's going to fail, or just directly insure whatever resources we want (kind of like insuring your items for cloning purposes). I feel it is unfair for us to use so much more in terms of resources and yet still have the same amount of failure...we don't recover that as easily (think about it in terms of selling the goods rather then crafting with them). Archtiecture has become highly competitive, and failures can really kill your enjoyment.


2.) As a casual player, I think you guys have advertised the locations of things to do (IE some of your theme parks) pretty badly. I've been playing from opening day, and I still have no clue where any of them would be. I know I could ask people and stuff, but what fun is that? I don't go to any of the secret websites or any of that BS. My philosophy is that I will be a master at the game through trial and error, and that since I'm in it for the long run, I'll learn it all anyway. I just think you should be able to see some kind of poster or something on the walls giving you hints on where to look...


3.) I think you guys have been letting one certain bug go for too long now. The warping after sitting down bug really puts a bad impression on you, and it also makes your customers look foolish at times. If it's something to do with the server syncing with the client for character location, then you might think about reversing roles (letting client dictate), or making some type of double-check. I just think something so blatant would have been wiped out by now.


Overall, I'm very happy with the progress and the game itself. Keep up the good work fellas...




Art Vandelay
Enough THC to kill a cow
"CHARLIE MURPHY!!!!!!"
kevincore
Wed Oct 01, 2003 8:32 am
#73

OK guys, I think weve all had enough of you all threatening to leave the game too. First off, SOE doesnt want you to leave, but you do HONESTLY think that by threatening to leave, its gonna make them miraculously speed up and do whatever it is your asking? And second off, I have seen many people over that last few monthes say they were gonna leave the game by such-and-such a date if so-and-so isnt fixed, and you know what? Its passed the date, its not fixed and those same kids are still here on the boards complaining about something new, and once again, threatening to leave. So get over it everyone. You all your not going anywhere. haha




(this only applies to the people I always see complaining about things and saying there gonna quit, if this isnt you, then i apologize and just please disregard this entire post.




-Kobie Pace
-Eibok
-PACE Federation 4 Life-
Thexs
Wed Oct 01, 2003 8:33 am
#74

Sort of negative i am afraid but this is getting to be like watching congress,ever hear the song "dance a little side step" from the movie Best little hor house in texas.We get definite answer on possabilites that will happen if they occur<<<sort of wrps it up i guess>>>>


i think you will find devs that just be honest with the player base,were grown up we can take it

RocketM
Wed Oct 01, 2003 8:36 am
#75

"You have to go outside to call a pet (and still must be in a city, camp or near your declared-residence). "


I am concerned that the outposts on some advanced planets dont seem to count as cities.One I know of inparticularis the smuggler outpost on Endor. If you walk outside the door of the medical center thereI dont think that is a city area so if you can't call your pet inside the buildings that leaves no way to call a pet there.

BabyRancor
Wed Oct 01, 2003 8:40 am
#76

Personal request here - but I imagine that it is shared by others.


Could we see a complete list of the creatures that will be available as mounts soon please? I've run out of skill points and am in the process of selling back CH skills. I'm looking to keep the skills to control pets but lose many of the commands.


I'd like to finalise my pet stable while I have the commands available and I cannot do that unless I know what animals I will be able to use as a mount. A couple of months is a long time to put a hold on progressing my character any further.


Just a simple list of the models would suffice - i.e. cats, elephant-type, etc. Please?




Jakkin Darkstrider - Master Rifleman/ Master TKA - Sunrunner
"This utopia seems to be more of a Fruitopia"


Combat Balance Proposal Discussion
Jedi Quest System Proposal
RocketM
Wed Oct 01, 2003 8:41 am
#77

I'd also like to know what the status is with AT-ST's. I have -5000 imperial faction and about 10 ranks in the rebel army, but if there's no plan to change the AT-ST's I'd like to know so I can hurry up and throw it all away and become an imperial.
Renu-Lotris
Wed Oct 01, 2003 9:02 am
#78

There is one thing I want to know REALLY bad. I know I'm the only one too, or else it may have been addressed in some form. What are the sizes of the new player city structures???


City Hall, Cantina, Bank, Garages, Med Center, Parks, etc...


Some of us our planning our cities around the anticipation of these structures but are stuck when it comes to how much space we need to reserve for them. In case this gets answered, small houses are 3x4, mediums are 5x5, etc... (I'm talking about grid squares, not lots.)


I don't want to press my luck, but is there going to be some sort of terrain leveling feature inside the city limits?



__




Renu Lotris

RAID Co-Founder


- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
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