Development Cycle Archive

Thread: Weekly Roundtable Discussion (Week Ending 3-1-04)

EvanHalcyon
Tue Feb 17, 2004 12:55 pm
#79



I posted this on the Gorath Galaxy Forum and got a good response from it, so I thought I'd post it here to see what others, including the Devs, think. Enjoy!


Upcoming Space Expansion


I'd like to start a brief discussion and wish list for the space expansion as I am eagerly awaiting information on it. This comes from a discussion I had with a friend about the topic and my theories on the implimentation of immersive gameplay where players can decide minor outcomes in the gcw. This is meant to be fun and possibly even productive.

It would make sense to me if capital ships were like hq's in that it takes a substaintial amount of fp to purchase them. As with hq's, the size of the ship should reflect the amount of fp spent. For example; a small hq = corvette class ship. med hq = frigate, large hq = victory star destroyer, command hq = imperial star destroyer.

To move these capital ships through hyperspace to another location, as part of an assault for instance, it would cost fp reflecting the size of the ship and distance to be traveled. Once at the location the owner of the hq/ship would have the ability to maneuver the capital ship while choosing targets for the ai turbolasers to shoot at (accuracy could depend on xp, but that's anther topic.) Also, friendly fighters can dock with the capital ship and be transported with it (essential for imperial fighters without hyperdrives) and launch at engagement zones.

As for the fighters themselves, I personally hope that much will be based on the xwing series where the pilot has control of the craft with the use of a joystick. XP would be implemented in the skill level needed to fly certain types of craft like xwings, tie's, blastboats, shuttles etc... XP could also determine the types of add-ons, modifications you could do to your craft such as weapons and shielding (ie Millenium Falcon.)

To make the gcw more immersive it would be interesting, in my opinion, if the control of certain space lanes could change hands, much likegcw npc hq's. This would not include major routes, but perhaps shortcuts or other space lanes that allow for longer or shorter jumps/number of jumps. An example of this would be if I wanted to get to lok from talus. The major space lane of talus to corellia to naboo to lok will always remain open to everyone, however, control of a more direct lane (say talus to naboo to lok, bypassing corellia) could be controlled by either the empire or rebellion. Control of this lane would effect trade routes, travel, prices,fleet positions etc... for both sides while also making it a flashpoint for future battles.

To gain control of the lane, one must hyper in, battle npc and pc defenders and defenses. Once a base loses its shields, assault shuttles and/or fighter craft can dock with the station and fight inside to override the systemsthat control the facility like an npc hq. After this has been accomplished, that space lane becomes available for the assault group, while the defenders must resort to using a major lane instead.

Again, these are all ideas that came from a conversation with a friend and, to my knowledge, are not a basis for any of the systems to be implemented in the space expansion. This is just something that made sense to me, building upon my own desires and vision of the space expansion. Feel free to discuss it, make your own opinions, suggestions etc... and we'll see what comes about in the next few months.


Finn Halleck

Gorath
deathsavatar
Tue Feb 17, 2004 12:56 pm
#80

Ok TH, we commandos got alot of problems that we would like addressing.



  • Our Heavy Acid Rifle is completely, utterly, broken. The skill mods don't stack, the damage is poor...it's a worthless weapon.

  • Our Grenades are completely, utterly, broken. They nearly incap the user just from throwing them, and most have an ideal range of WITHIN the blast radius of the grenade

  • Our Heavy Weapons are completely, utterly, useless (not broken though). Why? Because it takes an arm, a leg, and a firstborn son to obtain one of these weapons. I've seen some people selling rocket launchers for as high as 100k apiece...because they're expensive and hard to make. And 100k for a weapon that misses a majority of the time is pretty crappy.

  • As of now, if a mob has really high heat resistance, there is only one thing we can effectively use against him in our commando tree...the Launcher Pistol. A weapon that we get no skill mods for (meaning we're as accurate as a master marksman, which isn't good when you're fighting nightsisters and rancors), and get no specials for. So essentially, if a mob has any decent amount of heat resistant, we can't be effective against them.

  • And for those of you that say our flame specials are too strong, why don't you try playing a commando? 12 second delay between specials, incredibly inaccurate (a master commando gets 110 accuracy for flamethrower, a master TKA gets 205 accuracy)

  • And for all these flaws, we require the second most amount of skill points, and the largest amount of combat skills of any profession in the game. And we're considered the most unbalanced class in the game by alot of people....you know why?Because just about everyone in this game who is a decent player, is a TKA or a rifleman, two classes that can solo just about any mob in the game. What a wonderful world we live in.

CyberFett
Tue Feb 17, 2004 12:58 pm
#81


These are my suggestions for the Combat Re-Vamp and also for PvP and the Galactic Civil War. Please provide feedback and hopefully we can get some attention and responses from Thunderheart and the Devs'


Class Balancing for Combat Re-Vamp


All classes should have the same basic DPS (Damage per second)
All classes should have the same defenses plus additional defenses that corespond with thier class


Pistoleer:
High Firing speed
Low/medium Damage weapons
Specials can only be used within 25 meters
Good Accuracy while moving
Good Accuracy while standing
Good Accuracy while Kneeling
Good Accuracy while Prone


Carboneer:
Medium Firing Speed
Medium/High Damage Weapons
Specials can only be used from 25-45 meters
Fair accuracy while moving
Good Accuracy while standing
Improved accuracy while kneeling
Improved accuracy while prone


Rifleman:
Low Firing Speed
High/Very High Damage Weapons
Specials can only be used from 45-65 meeters
Poor accuracy while moving
Fair accuracy while standing
Good accuracy while Kneeling
Improved accuracy while Prone


Commando:
Commandos are a Hybrid Class, They should be revamped totally to be true Commando's Incorperate all the prerequisites into the class
TKA Tree - one tree for advanced unarmed combat (requires unarmed XP)
Ranged Combat Tree - One Tree for advanced Ranged weapons combat - If one tree can not use combined ranged weapons (Pistol, Carbine, Rifle) then in my opinion this should be Carbine based.
Heavy Weapons Tree - Would combine Acid Rifle, Flame Thrower and all other Heavy Weapons
Field Tactics Tree - Basically the same as it is now but the defenses should be in this tree.


Bounty Hunter:
Bounty Hunter is also a Hybrid Class and should also incorporate its prerequisites into the class.
Trees are fine the way they are but Additions of Defenses, Tracking, and NPC/PC Traps should be added to the investigation line.


Meele Classes:
Although I love Meele Classes, and they are fun to play in PvE. I do not really see how they fit into the PvP and the GCW. As the old saying goes "You don't bring a knife to a gun fight" or VK's, Sword, Hammer, ect..... I really have no suggestion on these classes for PvP, they OWN in PvE though.


Well that is about all I can think of right now. Basically to have balance we need to have all Classeswhere they do basically the same amount of DPS (Damage per Second) , have specific ranges set they are most effective at, and have the same defenses except for a few special ones that pertain to thier class. No one class should be more powerful than the other.
If you are a Pistoleer and you stand at 50m shooting at a Rifleman, your gonna get OWNED, if you are a Rifleman and kneel at 20m and shoot at a pistoleer your gonna get OWNED, ect....



Please get rid of TEF.


1) First problem is that when I am in a shop, PC cantina, PC Medcenter, ect..... When I trade or get healed with or by someone (since I am always Overt) they get a TEF and they are ejected from the structure. This is really annoying, not only for me but for the person who gets the TEF. I understand why this was put into place, because of all the people who would attack and run into a house, but it really needs to be refined the way it effects healing and trading.


2) Group TEF: The only thing I have to say on this is that it needs to be gone. It is almost as bad as the Revenge TEF. In it's place I propose a total revamp to the way PvP is done in regards to Covert and Overt.



Honestly I have no problem with a Covert Rebel being able to target an Overt Imperial (or Vise Versa) even with out a group TEF. That is just reality. If you are overt then you want to PvP, so some Rebel covert should be able to take a shot at you, but with a price. They Immediatly should become Overt when the take that shot. At this point not only can any Overt target him, but any Covert as well, so taking that shot could bring a whole town down on you. That is the price, and that would be more realistic.


Example: (No TEF's)


Overt Imperial is walking thru the streets of Bestine, 3 covert members of the Rebel Alliance spot him and decide to try and assasinate him. they all target him and fire. (Immediatly they all become overt) Seeing this the other Imperials standing arround the Starport immediatly come to the aid of thier fellow officer (not having to group or run and ask permission from the recruiter). they target the 3 Rebels and open fire. (all immediatly becoming Overt) Hearing the commotion outside several moreCovert members of the Rebel Alliance and the Empire come out of the Cantina and see what is going on and they immediatly engage to help thier fellow faction members. (and they all immediatly become Overt) A massive battle begins and fun is had by all.


All this has happened with out TEF and anyone who does not want to PvP does not have to, just do not shoot. The only possible problem with this is that usually the first person to shoot is the one who wins a PvP encounter. But hopefully this will be fixed in the combat Re-Vamp to where stratigy has something to do with it.


To me this just seemes more realistic and fun for all who like to PvP. IMHO


Let me (and the Dev's) know what you think.



General Vultan Blackstar

<DwV> Dark Warriors of Valor
Commanding Officer
Imperial Counter-Terrorist Unit
Imperial Headquarters (IHQ), Naboo
dWhisper
Tue Feb 17, 2004 2:01 pm
#82






Jinxx0r wrote:





dWhisper wrote:





Jinxx0r wrote:
Why did you stealth nerf the jedi unlock process?





Mastered: Entertainer, Musician, Dancer, Image Designer, Artisan, Architect, Droid Engineer, Armorsmith, Weaponsmith, Chef, Merchant, Tailor, Medic, Doctor, Marksman, Combat Medic, Scout, Brawler, Ranger, Bounty Hunter... currently working Nothing... "SILENT! TALK TO ME YOU F'ING BOX!"


20 Down, No more to go.


There are 32 Professions (not counting Jedi and Politician). You have Commando, Rifleman, Pistoleer, Carbineer, Smuggler, Squad Leader, Creature Handler, Bio-Engineer, TKA, Fencer, Heavy Swordsman, Pikeman to go. It wasn't nerfed, you gave up.







I'd like to think I'm buying into the paranoia that SOE **edit**ed us again considering the posts about people unlocking basically vansihed after this latest patch. If he answers yes, i'll keep playing. If he ignores it, I won't. *shrugs*. They say better communication, then **edit**ing prove it.






Could be that they're just playing instead. However, to expect an answer from TH, you have to give him something to go on. Claiming "hey they nerfed such-and-such" and then nothing more does not help.


If you think they nerfed it, prove why. Someone in my PA unlocked a few days ago, on Bio-Engineer. But just because people haven't unlocked as much doesn't mean people aren't. Now if you would have said, "I mastered all 32 professions, and I haven't heard anything. I'm not able to create a FS character. Did they cap the Jedi's or remove the unlocking process from the game?" would have been much more helpful.


Abusing the word "nerf," especially when you have no proof of anything. Communication is a two-way street, and you didn't provide anything. You didn't give any grounds, you accused TH of doing the nerf directly (when he's a liason for us), and you didn't give details. Do those things in order to expect communication between the devs. Beyond that, it's communication between all players and the Devs, not just you and the devs. TH's been posting a lot, and things are getting done (1% decay in PvP for example).


At this point, I'd say "Just Quit." Nothing that's added in here will make you happy, so go find something that will.






Back yet again, for another round of SWG... um... fun. Yeah, that's it. (It's not just a diversion while I wait in the queues for WoW BG's)


Alysann Arimere - Imperius Doval... Two sides, one coin

p4Samwise
Tue Feb 17, 2004 2:04 pm
#83






Thunderheart wrote:







Cronuss wrote:


In light of the talk about smugglers lately with the crackdown issues, I would like to bring something up.


I think it would be a great addition to the profession if some unarmed skills were added to the dirty fighting line.


Unarmed skill is required to attain novice smuggler, but never used thereafter.


We could add in some cheap shots or something.. nothing too powerful, but stuff to add viability, RP, and fun!





Cronuss - - why do you not use unarmed? I'll see if anything can be done though.





I've got an ex-smuggler sitting behind me (he quit the game a few weeks ago) who backs me up on this one - none of the specials you get in the smuggler tree use unarmed in any way. There's no difference, unarmed-wise, between a smuggler and anyone else who has Unarmed IV.


All of the combat specials that smugglers get are done with a pistol. Most of the experience needed to get through the smuggler tree is Pistol. Why would any smuggler ever use unarmed?


My friend says that if anyone asks him why he quit the game, he'll use the quote "why do you not use unarmed?" as explanation. Heck, TH, you could have figured the answerout just by looking at the smuggler skill tree. I thought you played this game now and then, or at least talked to people who play it....?





"Prettiest shim on Bria!" - Sev
Certified "cool" by the Darth Vader of Bria

Blue glowie.
RayRay00
Tue Feb 17, 2004 2:05 pm
#84






PlayeroftheDay wrote:


Ray, I'm not sure if this is going to work but I talked to a guy in Mos Eisley (NPC) he was an imp and offered to reset all of my Tat missions. I haven't tried Borvo again but check for him and see if he does the trick. I think he was inbetween Starport and Cantina.


Tesshu


Gorath






Tesshu,


Thanks for the tip - I will give it a try...Hell, I've tried everything else from farming locked briefcases to trying to get people from other servers to log in and get up to the point where you get the briefcases from Thale on Corellia - which makes me think that the guy on Tattooine won't help me as the quest starts on Naboo and then sends you to Corellia.







-Ray!!!

Snaafu Rayvoi
Beta II Tester
Master Pikeman - Master Doctor
Tombstone, Dantooine - Gorath Galaxy
Dyna_Jones
Tue Feb 17, 2004 2:27 pm
#85

Any word on the droid armor stacking problems?



Dyna Jones
Master Droid Engineer
Master Artisan
DYNACORP Droids Powerups Resouces
6772 6939 Naboo Kaadara
-1803 -3196 Tatooine Bestine
email me for custom orders
Niamb
Tue Feb 17, 2004 2:27 pm
#86

Regarding your quote on opening the Force Slot: "It has NOT been changed, though there is an important piece of the puzzle that isn't realized by most players...

I may be able to post on that, but I dont know yet. I've lodged a request and thats the best I can do."


Please, please, please post it....whatever that "important piece" is. I have a friend who just mastered his 23rd profession. Please open this guy's force slot. Anyone who masters 20+ professions should have their force slot open automatically. I don't have half that stamina. He wants to have a Jedi sooooooooo bad. The whole guild mourns for him when he masters yet another profession and no force slot. They shoot horses don't they?



- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Niamb: Master Doctor and Combat Medic on Radiant
Ariex: Resource Gatherer Extraordinaire on Radiant
israiley
Tue Feb 17, 2004 2:27 pm
#87

i have a fairly basic question for the devs out there.


why is it that half a year after release there are still basic problems with professions not working?


i can only speak from experience as a carbineer that most of the special attacks from that profession literally dont do what their description says they do, but i hear all the time about how messed up commando is too, and im sure there are others out there. so whats the deal? you've had ample to to address these problems, and you cant claim you didnt know about them because the profession correspondents have told you everything. going back to carbineer as a reference, if you just looked in the carbineer forum and addressed just the issues of broken special attacks that novamarine has listed you would earning a lot of creditabilty youve lost from neglecting us.

in closing, addressing all of the broken professions in a quickfix before the combat revamp publish should be your major prioriety! besides, how do you expect to balance combat in the revamp when you dont even know how certain professions will do when working properly!?!



rail

"Well sir, although I may not agree with what you say, I'll defend to the death your right to say it."
-Voltaire/Peter Griffin
Whrlwnd13
Tue Feb 17, 2004 2:34 pm
#88






Thunderheart wrote:





speardancer wrote:
Vehicle bugs on live.

1) all vehicles are now coming with 1500 HAM. Bug or Stealth nerf?

2) coloring kits not 'sticking' for some people.



The HAM things will be fixed ASAP. It got whacked with the publish.


The color sticking thing is pretty rare, though its being looked at.






Thanks for the response. Any ETA on a fix for the vehicle HP bug?




Xyrek Lok
Master Weaponsmith
12pt WS, +20 FS Experimentation
Crafting High Quality Weapons Since 03/2004

WP 1190 -3620 1km NE of Coronet at the Omega Force Guildhall

- I supported keeping & balancing the old combat system SOE didn't care and gave us the WoW/EQ2 clone anyway
Soln
Tue Feb 17, 2004 2:37 pm
#89

Could we get an official confirmation on the availability of the Hero of Tat quests? These are some of the best quests IMO in this game (truly random and challenging and rare) and many long-term players would be happy to know:


1) dothey still work? (intellect and altruism)


2) have they all been applied? In other words, can one earn the Hero of Tat symbol?


3) is the reason because of the game engine spawing problems (identifying spawn locations) or other?


Answering 1 and 2 would be sufficient. Many thanks.





My Playerep Profile
Elder Jedi, see my PR profile for bio
Sl1cerOne
Tue Feb 17, 2004 2:39 pm
#90

Just because (this should be in Live), this is a cut and paste from another thread:






Thunderheart wrote:









StarchMonkey wrote:

3) Will the Aqualish Cave badge be fixed so I (and others) can get out Master Explorer badge?




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)






Oh Thunderheart...you are killing me here. You arent aware of the POI/Master Explorer badge problem that has been around since Publish 5!?!?!


Briefly, if you dont have the Aqualish Cave badge and go there, you get the badge from the Kobola Bunker badge from Rori. If you go to the Rori Kobola Bunker first, you get nothing when you get to Aqualish Cave. Since Publish 5, most of us can only get 44 of the 45 badges. Very few are getting the Master Explorer badge after visiting the 45 POIs. Most are not


Yes...we are aware that not all POIs give badges.


Here is a good site to visit for more info: http://www.towpc.com/swg/


Props to Ibok for his great site.





Yaztro Jettsin
Master Explorer/Bounty Hunter
Lotussutol
Tue Feb 17, 2004 2:44 pm
#91

TH is it a known bug that some people STILL take decay in pvp death??? I died TWICE in PVP and all my junk took decay! The first time it was not insured...so I spent 7k and insured everything and died again..BAM decay again and all my stuff was UNinsured again.


I quit PVP at that point so I don't have more details for you.



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