Development Cycle Archive

Thread: In-Concept Open Discussion (6-21-04)

LeyasJW
Thu Jun 17, 2004 6:25 am
#79

O yeah sorry, and npc docs that can buff you like the afk buff bots sprouting up...


Lets face it, we all run around doing missions while buffed, and this has meant horrendous queues and (more) wasted time for the players. And if not docs around and you have migrated your stats..your, well, fudged.


So, and in order to generate a bit of interest around the galaxies lovely cities...you can place npc buff bots.but so not to take away from the Doctors, they could only buff at a minimum ability and take longer than player Docs..


I wouldnt put any of these in the major cities though, and not available to Player Cities either. Make people explore the galaxy..


Ok, well thats it from me im off to play now...i hope you find my comments interesting


Leyas

Vol's Imperial Combat Escorts

Bloodfin
Bartholomew_Roberts
Thu Jun 17, 2004 7:33 am
#80

Hello there,

I'd like to see vehicle changes. AT-ST's should be plioted, not pets. Give us the ability to have a passenger in a speeder car. Please put the gun back on the speederbike. The ability to use 1 handed weapons while driving would be cool. That would involve severely reduced speed and maneuverability while a weapon is equipped. If the AT-ST becomes a faction vehicle, how bout a rebel faction vehicle like the snowspeeder to counter it. I mean ground effect vehicles only, nothing that would conflict with JTL. Making theme parks and such more accessable to characters that specialise in non-combat would aid balance in my opinion too. Thanks for reading.

-Bart

dmarkis
Thu Jun 17, 2004 8:46 am
#81

I would like to see missions that complete when you finish them and critters that don't warp 100m away when they are almost dead.



"Stealing kills from AFK fighters since 2003"
Matsubaa
Thu Jun 17, 2004 11:13 am
#82






Naquiel wrote:

Well I have more of a wish than a discusion.


For the combat balance, I hope you test it right so it would reflect the live servers better than what your doing now. For the balance i would like to see(in the order of 1-10):


1. Is to have an exact copy of our characters from live transfered to the combat sand box. This would include the equipment we currently have on live so we can have a better look at acctual proper testing so the adjustments will be ok when publish moves to live.


2. If we cant have a complete copy of our characters(well i know you can copy a person over, but not the gear they use), i would like the testing to start with master crafters first with all the skills they need to have to remake the template from live and have all the equipment and supplies to make the armor and all the goods we currently use on live. If we dont have all the gear and supplies we normally use than the testing again will be useless and you will not have the adjustment that are needed in live.


3. When we get all the gear and the supplies needed, then all the combat classes should come in. Get them all geared up and have the best combat test that anyone can see.


4. Then start your nerfing of the armor first. Why? Well its because armor is one of the biggest resistants to the weapons we use, and will dramaticly change things in combat. Specials might acctuly work and will probably only need adjusting.


5. Next work on food, medic,spice buffs and skill tapes. Some buffs are way to strong and last way to long and adjusting them in the balance is good. Plus some skill tapes have some really good resist/buff power that have a little to much power,but need adjusting only after armor is adjusted.


6. Specials would be after buffs andskill tape resists. Why? Because most specials are affected by the resists and buffs we use. When resists and buffs are way overpowered then we really cant fight the enemy if nothing will effect them, but we dont want to be gimped ether.


7. Some timers that we have in combat might need rethinking and can be adjust tward the end.


8. Properly adjusting some of the faction base items during this time would be helpful for a jumpstart on the GCW problems.


9. You might have time to fix the line of sight during this time to.


10. And when its done, sit back and make sure it dont get buged on the way to the live servers.


I really have to stress that the testing your doing now on the test center is really not being tested like it is being played on live and i hope you change things enough to recreate what is on live in the sand box. I like that you copy live servers to test some things and i hope you do this more often to really see the difference. But i hope the combat balance dont take to long so we all can get back to playing where we have to use tactics in battle instead of the gungho rush in clan war kill till your killed mentality we all have been seeing on live.




When you test crafters and their capabilities, make sure you supply them with ideal resources. Not 1000 in all stats, but the highest stats the system could theoretically give the resources. This would be a proper test of what the armor, weapons, foods, etc. would look like ona live server where the crafters stockpile the very best resources over the course of months.




Give me a shadowed forest into which I might disappear.
Give me a terrible foe and stack the odds against me.
Give me friends and creatures with whom I can share my adventures, my losses and my gains.
Let the gales blow and the world be torn asunder but don't make me stand alone against the tempest.
OldenTired
Thu Jun 17, 2004 1:33 pm
#83


Thyriel wrote:
i would love to see new badges like:
- killed 1000 nunas
- killed 1000 storm troopers
- killed 20 ATSTs
- travelled 1000 times with a shuttle
and things like that.. that would be things really funny to do





...has slid out of a chair 127384 times.
lone_Bothan
Thu Jun 17, 2004 1:36 pm
#84

1. weapons appear in holisters on your body

2. you should be able to find abandoned stuff iin the wild and fix it

3. it would also be nice to have speeders and swoops with weapons (likethe guards on theed had in episode 1
asgoia
Thu Jun 17, 2004 2:09 pm
#85

New npc outfits that could be looted easier.

You know those robes and stuff that are looted by lucky players. Make some more of them so there is a better chance of getting them.

I also liked the first posters Idea. Old technology (armor, weps etc.) sounds like a good idea.



Icon Da'goon
Hypertuna
Thu Jun 17, 2004 2:21 pm
#86

My thoughts of what would make this game better would be:


Imperial Academy: When a new player starts they are thrown into these cities knowing no one, unless they join in with a friend. You are harassed when you ask stupid questions and although the entry droids are good and allow you to get a start they don't really provide what your looking for. I think with joining the academy option allows the players to come together as a group like a group of newbies who join in meet in a room and go on missions together and work as a team with the earning automatically split up between them.They can duel each other as practice, you can craft items for each other, heal each other, and other such tasks but you get the feel of starting fresh without all these mastered characters running around proving how puny you are. As for more experinced characters they can act as helpers to help the newbies by training them and going on more advanced missions with each other. At some point you will get the option to sneak away and join the rebellion, stay with the empire, or set out on your own. Then if you choose the factions you join new groups of people who act together to perform missions or even go into battle against each other on battlefields. This would make gain faction points more exciting and give some purpose rather than the endless killing of random spawned "camps".


Vehicles: We need them, its star wars. We need to see some airspeeders, AT-AT's, AT-ST, AT-PT... the list can go on and on, that are controlled by the characters.If we are going to allow twitched based space combat what is so hard about ground combat also.


More Complex crafting: Crafting can be so boring. What I enjoy is the ones where I have to make several parts and them piece them together to make a killer product. I think if crafting different components to combine into a grand product would make the endless crafting much more insteresting. You would be able to experiment and make components better which would make the overall better. For example crafting a speeder you would have to make the engine if you crafted it well the speed would be slightly better than you average speeder. Or if you made the body better it would have better handling. The same could hold true to for almost anything.


Bazaar: They really need to have advertising or something for vendors and a way to see what they offer. All you see is the endless auctions advertising the vendors product and you take the time to get to their location only to find out there is nothing left, or it is much more expensive than you thought. If you could have looked this up on the Bazaar you could have saved some time and made the money to buy these. I think that you should also be able to sell whatever you please for however much you wanted but the fees would be where the killer comes in, the more the item costs the more you have to pay in fees. The feescould be avoided by using vendors and would be less if you where a merchant.


These are just some of my thoughts on what would make the game better.
DVader539
Thu Jun 17, 2004 3:07 pm
#87

Updated from TH's response many weeks ago, update at the bottom.

DVader539 wrote:


LLJK_Griz wrote:


Thunderheart wrote:


DVader539 wrote:

Here's a real, real, real simple fix for you.

Spraystick is supposed to be Acid damage
Tusken Rifle is supposed to be Kinetic damage
T21 is supposed to be Blast damage

The correspondents and I have looked at this many times. Sorry, but its not an easy change. Damage types have a relationship to damage and by changing the damage type, it also changes the damage modifiers (numbers) and throws them out of whack. This is something Im checking to see if we can address in the weapon balance part of the larger combat balance, but I don't know what the answer might be. And in any event, concentrating on these minor things before the weapon balance isn't productive. We'll want to look at things when the combat balance is on TC.

If that is true, then why did the Tusken start off as kinetic and then mysteriously change to another useless energy rifle around publish 4? Why has it taken this many months of weaponsmith and rifleman correspondents complaining before we got ANY response on this?

First off, thank you TH for a response to this issue. Before you read anything else in my response, please understand I am directing no anger at you, since I know you are only fielding the question, and are not responsible for the error nor ignoring the error.

With that said, LLJK_Griz makes a very valid point. If it's not an easy change, then how did the Tusken Rifle change it's damage type? If it was unintentional, then I'd like to meet the unlucky guy who by-mistake did the complex job of reprogramming it. If it was intentional, then I'd like to meet the doofus who went to all that complex work to screw up a weapon. Or is this a case of "if you had a dozen programmers sitting at a dozen terminals typing randomly, in twelve days they would reprogram a complex variable of this game"? of course that last one was a joke. I hope...

Finally, what bass-ackwards logic made the Dev team make a weapon's stats not variable-entry based? That being, a weapon's code is a string of numbers, each number representing a stat. Like 1=energy damage, 2=heat damage, 3=kinetic damage, etc. Then a seperate function takes certain numbers during a fight and puts them through an equation set to figure out damage and such. If the Dev team made it any more complex than that, then please hire my service of logical thinking. I'll sell you my services at a good price since I'd enjoy making this game better. (p.s. I'm serious.)




After discussing this with my fellow Riflepeople, the idea of the T21 being blast damage is debatable. But a very good point was made.

T21 ws only blast for a few days and IMHO it should stay energy cause a blast rifle would be overpowered for the stuff that is sposed to be what commandos are made for taking out.

However the fact that within a week the T21 was changed from Energy to Blast and back to Energy does show just how full of [balogna] old TH is with his responces to us idiots that play this game




Oh, then we got this little doozie last Friday...

Keldarin wrote:
I just went through the revision history of those weapons [spraystick, tusken rifle] and they have never had those damage [acid, kinetic] types.


Now, please... this is complete BS. If the Dev team has screwed up, please admit it. Don't treat us like morons and try half-arsed lies. My reply to this was...

First off, an article from bloodfin.org

ranged attacks generally do blast damage (unless the weapon is an acid rifle or lightning rifle - i expect some common sense here) ... however there are 2 guns which do kinetic damage - the tusken rifle and the striker pistol



And then a weaponsmith's guide from swgcraft.com

Q. What are the damage types for each weapon?
A.
Heat: EE3 Carbine, E11 Carbine, FWG5 Pistol
Cold: SG82 Rifle
Acid: DXR6 Carbine, DX2 Pistol
Stun: Tangle Pistol, Jawa Ion Rifle
Kinetic: Striker Pistol, Tusken Rifle
Energy: All others



And finally, the piece of evidence worth a thousand words from swgcener.com
A screenshot of a King Tusken Rifle with kinetic damage!


Proof that the Devs lie and the Tusken was kinetic!




Thunderheart wrote:

The answer is that it never was kinetic. If it ever was seen that way, it was some sort of odd bug. In the data tables themselves, they've never been listed that way.



Your "answer" is false. I cited three different sources in my original post that say the Tusken Rifle was Kinetic. Would you please care to prove those sources wrong before denying the claim in total? If you are indeed drawing your info from your data tables, then those data tables (that no one other than SOE employees have access to) are in conflict with several sources of info, including the players, which anyone can see and compare. I put out a small survey, and got minimal results, but the end result was that 9 out of 10 players who were around before the Tusken Rifle was changed from Kinetic remember the Tusken Rifle as Kinetic.
I'll be the first to admit, the sample of players I got was not enough to draw a good conclusion, but frankly it only adds to the mound of evidence I've gathered from verifiable sources. You only offer hearsay evidence.
And even if your data tables were correct, they are inconsistant with the system of the game. The parts that assemble the Tusken Rifle are ones that express that the rifle would be a slugthrower, a kinetic weapon. Not to mention according to Star Wars lore, which this game is loosely based upon, the Tusken Rifle is a slugthrower. Kinetic damage.

This is getting real old. I'd expect this behavior from a forum Troll or a immature pre-teen poster. Not a Dev. Please look at the facts and give a truthful answer.

"The Tusken Rifle not dealing kinetic damage is like the Devs deciding that TKM doesn't have enough damage types and therefore make the Vibroknuckler deal acid damage. It's wrong for oh so many reasons, despite the good intentions."



Click here for proof that the Devs hate Riflemen. And here's the kicker! (Seperate thread)
Making a controversial point: Ignored
Making a good controversial point: Locked
Making a great controversial point no one can argue: Thread Deleted
There are few things you can post, for everything else, there's a CSR waiting.

LunaticFringer
Thu Jun 17, 2004 3:22 pm
#88

Two things:


1) The Imperial Hat fix


2) The ability to turn off badges if we want to... or to not accept them. Some of us simply do not want them.


The Lunatic Fringer



May The Goddess Smile Upon You!
ScaryWanderer
Thu Jun 17, 2004 4:26 pm
#89

how bout this? sheathes and holsters. I dont know why but... weapons appearing outta nowhere kinda bugs me... same as carrying something as heavy asa sword or a rifle around all of your life... it bugs me.
ImaTwilek
Thu Jun 17, 2004 7:18 pm
#90

Things I would like implemented in the game:


1 - Droid units that can join groups in theme parks such as DW bunker, that have the capabilities of infiltrationg security systems.

"Atroo, see if you can get past the security sytem to get this door open!"

"Bleep beee blooeee beep beep"

"4 minutes?!?!?! We may not live that long with all these Black Suns around, get on it faster"

P.S. How come the ewoks didnt bow around my 3PO unit?


2 - Mandatory powerpacks for weapons, craftable by artisans.


3 - Visible scopes and stocks for crafted weapons, (which are already in game located at the main city guild halls, andNPC elite profession trainers area).

Holsters and sheaths would be nice too.


4 - Combat profession bonuses for high ranked factioned individuals, that can only be used against an opposing faction, (may bring the GCW back to life).


5 - Faction only weapons, and skills, again, that can only be used against opposing faction.


6 - Elite ranked factioned individuals (must be permenantly overt)to have 2, 4, 6 factioned pets as escorts, (Except for AT-ST's).


7 -Time limited espionage missions for factions that require the skills of an image designer to temporarily alter your appearance for disguise.


8 - Concerts inconcert halls that players can attend for 30 mins or so, to obtain a 12hr duration buff, (entertainers can hold admission prices).


9 - Skill perks for veteran players, that did not replace their characters.







I didn't come here to win, I came here to fight!
Ahazi: Lelan 2 3 4
HanseSOE wrote:
For those who cry nerf...
The technical term for this is "systems balancing", prior to release. After release, it's still balancing, but changes can be considered nerfs or enhancements.
Since you don't have it yet, if you cry nerf, I'll make sure your name is on the list to spew chicken feathers as your characters talk.
WylotheUber
Thu Jun 17, 2004 7:59 pm
#91

Could a dev please acknowledge that they're paying the slightest bit of attention to these posts?
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