Development Cycle Archive

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

TekDragon
Tue Mar 09, 2004 8:04 am
#79

This thread is a WASTE OF TIME. 90% of the posts are from little kids wanting "Jedi Cookies". The other 10% of the posts are on legitimate bugs/exploits/concerns and get 1-starred to hell then ignored by the devs.


Devs, if you want to know what's wrong with your game then this is NOT the place to be going.


Hire someone for 10 freaking dollars an hour to spend the days going through the PROFFESION and GCW boards! THESE are where the REAL issues are. THOSE are the boards that you COMPLETELY ignore.


Hell, even when you DO make a good thread, like the "IT 7-2" thread on the In Testing forum, you IGNORE the 90 questions that are all asking the SAME LEGITIMATE QUESTIONS and answer the1 or 2 idiots that come in and ask some retarded question thatNO ONE CARES ABOUT.


Either do this or tell the community you have no intention of improving your horrible reputation for communication. We all (in the GCW, server, and proffesion boards) know what your "communication" is worth: absolutely nothing.


Oh, and if I may make one further suggestion. Stop telling everyone your going to nerf already broken proffesions (smuggler: panic shot). It's not like your going to our feedback. Just keep the stupidity to yourselves and spring it on us at the last minute.


That, at least, is better than having us know you actually THOUGHT about the idiotic change for months before implementing it.




TekDragon DeSol
Duke Of House Atreides
SioBabble
Tue Mar 09, 2004 9:16 am
#80






Scorus wrote:
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:


What is the difference between a record of the object and the object itself?


Some graphics code, basically.


The underlying inadequacy of the database to keep up with the design is still there.




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


Naufragus
Tue Mar 09, 2004 9:34 am
#81






Scorus wrote:
(I know most crafters use their vendors for storage anyway, but keep reading).




am i the odd ball....i just use my vendors to sell things not for storage...


i have 3 factories and 3 houses i use for storage....


what would really help the DB is if resources stacked over 100k and crates where all atleast 100...i have some items that come 5 to a crate...


we also found out in the other thread about wepons crates that the DB apparenty tracks an items subcomponets and resou4rces well after the combine...this to me is the real database issue...


i mean some subcomponents take subcomponets to build.


i think we have discovered the real problem with the database
arcel
Tue Mar 09, 2004 9:35 am
#82

i get hit by nyax for 6k regularly, as high as 9k, as master tk, and yes im a wookiee =P



everywhere and nowhere, all at once =P
Rolassk
Tue Mar 09, 2004 9:42 am
#83




Thunderheart wrote:







KiIIgore wrote:

Thunderheart, I posted on last weeks round table, with no response ... there is a serious issue with publish 7s crafting nerf.


I will irriterate At this point on intrepid alone, there are 260 + accounts from crafters that are ready to say bye to SWG if no one will listen to them.


Everyone figures the CSRs and DEVs just don't care and will do whatever they like, I hope this is not true and you guys will listen to the community on this nerf ... PLEASE LISTEN TO THE PLAYERS !


http://forums.station.sony.com/swg/board/message?board.id=Intrepid&message.id=221969


above is the link to the petition ! .. I hope you at least reply this time to us with anything ...


Thanks killgore'






I've been reading the thread since this morning with GarVa.


The team met late last week and we're working on a long post. It should be up some time this week, but its dependent on the folks putting it together.




I hope this long post is an apology to us crafters and a statement that you will not try and implement this horrible crafting nerf a third time in the future.


Unfortunately I will be cancelling my account and will urge my guild to pursue other MMORPG interests if the current TC implementation goes to Live. I want to continue crafting things and seeing others crafted items 'specialized' and different from the rest. Not this experiementation change you are trying to push on us, which is resulting in only enough skill points to max out one bar of experimentation, in effect causing every end product to be thesame.


Moral of the story: Do not fix, what is not broken



GalacTech Drive Systems & Resources
Starships, Components, Ordinance & Resources at 460 -5340, Coronet, Corellia
Blayr Charker *Master Shipwright *Galactic Miner *Retired MD *Kettemoor


All warfare is based on deception -Sun Tzu
Seshemw
Tue Mar 09, 2004 9:44 am
#84

Secret research data is an optional component in bioengineered food supplements. No one's ever found anything that will fit in the slot in the schematics.



--
Nivis Nix [TLC] - Rori
Master Sergeant - Imperial ground forces, detached
Sharlathea
Tue Mar 09, 2004 9:52 am
#85

I had posted the following xp comparison in a previous roundtable discussion. TH had replied that the differences in XP came from different classes doing more damage, which at the time confused me a bit. But I've thought about it some more, and I've realized where the communication breakdown rests.


In these tests, these are not two people who are grouped, sharing XP. This all all done with one, single character - my character, to be exact. She was (at the time of the test) BOTH a Master commando and a 0/2/1/0 Teras Kasi Artist - The only difference is what weapon I had equipped (either a flamethrower or a vibroknuckler).


I still think it is WAY too easy to gain commando xp(Or any heavy weapons xp, for that matter - bounty hunters have the same thing with LLC), as compared to the other weapons. Essentially, the problem seems to be that you can kill very low level monsters with a heavy weapon and get very good xp. Last night I was one-shot killing hermit spiders (with no specials, just straight up attack) using my LLCat BH LLC3 skillsand getting about 160xp a kill. IfI used a pistol which took several shots (Only have BH pistol 1), I got about 50.



In the tests below, the COMMANDO list is the results for a Master Commando using a flamethrower. The TKA list is the results for the same character, Teras Kasi Artist 0/2/1/0, using a Vibroknuckler. (Although it doesn't matter if I used the knuckler or went unarmed - the results were the same)


Master 0/2/1/0

Commando TKA


Young borgle gruntling 154xp 30xp

Deranged Squall785xp785xp

Bearded Jax 462xp 323xp

Ikopi 147xp44xp


Rebel Medic9 FP16 FP

Avg Mission Difficulty 25 14


This is just a small comparison, but I repeated the kills enough to find that it is consistent. Surprisingly, a very low-skill TKA earns almost no exp for low level monsters, while a Master commando with a flamethrower earns a great deal. This kind of surprises me, since the master commando clearly has an advantage - some of the creatures like the Jax were actually difficult to kill as a TKA, where as with the commando I killed it in one shot, no special moves. Heck, as a master commando I still get around 100 xp for killing a nightspider with my flamethrower.


All this seems in direct conflict to the FP reward and mission difficultly. The commando with the flamethrower is clearly higher level - he gets fewer faction points and harder missions from both the regular and faction mission terminals. The TKA, who gets less xp, also gets easier missions and more faction points for faction kills.
Cafa
Tue Mar 09, 2004 10:31 am
#86


Please either fix the backpack issue to HELP crafters or leave it the way it is. It's my understanding that the real problem is lightsaber trading anyways.


Solutions?


1.) New Shopping Bags - Akin to satchel lootdrops and craftable with domestic arts 1 (why even atailor can't make a satchel is beyond me) and cannot best nested. Also lightsabers or other off-limits items will not store in them. In the vendor GUI (something else that needs a seriously overhaul to HELP US) clicking on the bag will display it's contents in the description window (which should be resizable - for that matter every aspect of the vendor GUI should be resizable because what you have is nigh unusable on a 1024x768 view). Additionally, Then nerf regular backpacks all you want.


2.) Please please halt production for 1 month, post a bug request, fix bugs, make play better for all.


3.) While I'm at it please gimme back a working AT-ST that attacks faction turrets. You nerfed it so the thing won't protect me from a bunny, but YOU SAID it would attack faction targets and I think turrets qualify as such.


Cafa Asia



- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

Cafa
Tue Mar 09, 2004 10:37 am
#87






RohmEnari wrote:
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.





Quite frankly everytime I hear this I am amazed. Ranger could easily be the most satisfying and richest profession in the game. I wish they got a bigger harvest bonus though.



- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

GrafvonSoden
Tue Mar 09, 2004 11:30 am
#88

1.) When I get killed - I loose the buffs/spice , but buff/spice timer continues. happens everytime, not randomly.


2.) Is there even a remote possibility that we'll ever be able to stack more that 100k of like resources together? One stack of 400K would be better than four stacks of 100k (This might help with some of the inventory problems)


3.) I would also like to see the ability to "Crate-up" items. Take several items (i.e. torches,chairs, whatever) and perform a crate-up function on them. This would delete all the serial numbers and assign them all a new "Crated" serial number.


I could see where crating things might be a problem, but the resource stacking should be do-able.



Gronkk
Tue Mar 09, 2004 11:36 am
#89

Was there an answer given in last week's thread about the Hermit/hero quests on tatooine? Are they still spawning or should I give up looking?
SirPlaysalot
Tue Mar 09, 2004 11:38 am
#90

Please devs dont give wookiees any armor. I love killing them in pvp because comparatively speaking they are the weakest race, lol, even weaker than a twileks.Yes now that is humerous. Nonetheless, I love the bullseye thats painted on the wookieerace, which is why me and everyone in our guild trys to target them first. Its like this, if you have a basketball team and one guy on the opposing team is midget, we pass the ball to the guy the midget is defending all day and run up the scoreboard. So I fear giving them armor with take away some strategies in pvp that we like to use, which will de-hance our pvp playing experience.
D_Wisdom
Tue Mar 09, 2004 11:54 am
#91


Right now, the two biggest issues (there are many other issues, but these are the ones I think are most important) are: Communication and Customer Service.


Communication


Needs improvement, to say the least. I'm not trying to say that you (and by you I mean the dev team as a whole) aren't busy people, and that reading through the forums every day would be quick ... but communication needs to be improved. There are a number of profession forums filled with dissatisfied customers ... customers who, for the most part, only want to know that they are being listened to. Unfortunately, you (and now I mean both SOE and you specifically, TH) are giving the perception that you aren't listening to your customers and, by extension, that you don't care about their concerns. I'm not suggesting that this is true ... but perception is nine-tenths of reality.


The easiest way to dispell this perception is, quite simply, to post! Last month, JustG posted in the Commando forum that, while they may not be posting frequently, the devs are lurking the forums and reading. One problem - we don't see you lurk. Many, many customers have giving numerous suggestions to fix various problems over the past months ... but most of them never see any response. How can they tell if they're being heard? The perception grows that we're preaching to the choir (and the deleted and locked threads that only offered constructive criticism don't help,oh mods).


Yes, you instituted the Profession Correspondents and that was a good start ... but by themselves they aren't enough. Thats 30-odd customers getting direct feedback out of how many thousands? And how many correspondents have quit in frustration since the program started?


Post. Post often. Post in as many forums and as many threads as humanly possible. Hire more people to assist you, if you have to.


And when you post, post something worthwhile. I hate to be blunt (well, not really), but many dev responses are as unhelpful as no response at all. Snide-seeming non-sequiteurs on the lines of "wait for the combat revamp" and "there's tons of content, you just aren't looking hard enough" don't cut it. I really hate the entitlement mentality that many people on these boards have ...but we're paying customers. We deserve some specifics - actual details, timetables, that sort of thing.


Your own policy of only posting in "positive threads" isn't helping, TH. Sure, if all someone's doing is screaming about how he hates the game and he's quitting tomorrow, go ahead and ignore him. But there are many, many customers who are only offering advice or asking some confirmation that they're being heard. Only dealing with the happy players is not good customer service.


Which segues nicely into ...


Customer Service


You need more CSRs, and they need better training. There are way too many customers who have complained about rude and unhelpful CSRs for it to be a handful of isolated incidents. You need people who are willing and able tofix problemsthat have been proven to be fixable. For an easy example - there are bugs that cause items (and sometimes structures) to vanish. These vanished items have been replaced in some instances ... but in many more instances, CSRs have refused to do so since the players can't "prove" they had the vanished items. Bad. Customer. Service.


Now, I won't make the claim that all CSRs are worthless, maladjusted individuals - when my PA's city was updating daily, one of your CSRs was very helpful and polite to our mayor (if I knew his/her name, I'd use it specifically). Keep the good ones, fire the bad ones and hire more good ones!


Speaking of the socially maladjusted - griefers. Your CSRs are good when it comes to banning exploiters ... not so hot when it comes to banning griefers. I'm speaking of those individuals who purposefully inhibit your customers' enjoyment of your product, for that exact reason ... players who play to harass others. Getting rid of them is at least as important as eliminating exploiters, if not more so (exploitation is more of a problem on your end ... griefing is a problem on ours). The only way to deal with griefers is to punish them for their actions (since they harass others only because they know there will be no effective repercussions), and the only effective punishment is to remove them from the game. And I mean for longer than three freaking days, guys.


And speaking of customer service, TH ... yours could use some polish:


http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=48144&page=1


So, to recap: Communication and Customer Service. Improve those two areas, and you'll go a long way toward keeping your customers satisfied.


Oh, and one more thing for future revamps (relating to that Communication thing) ... If It Ain't Broke, Don't Fix It.



Exun Da'athi
Commando
Ruby Lake, Naboo
Gorath

"Womp rat may taste like pun'kin pie ..."
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