Development Cycle Archive
Thread: Holobits?!?!?!
FreaknFarlo wrote:
With 6 vendors limited to 110 items each I can not
adequately cover all the things I can craft. And I can only have 2-3 separate locations if I limit myself to 2-3 types of items. An improved interface would greatly increase the utility of vendors but frankly I don't know if I will live long enough to see that happen.
So this kills forever any chance of having a real merchant class. You know, one who buys items to resell them. This is sad because that type of character is probably the pinnacle of a working player run economy.
So long Willly Loman.
I've been reading the feedback with regards to the Merchant/Vendor changes.
On one hand, merchants need to be the vendor wranglers. There is no getting around tying vendor limitations to Artisan/Business skills and Merchant skills. On the other hand, I've been speaking with the team on the item number restrictions and I'm pretty sure we'll be able to get those limits raised to a suitable level, like 32767.
Bottom line: Item storage limits as they are now detract from my enjoyment of the game. This suggested change is, well, CRAP. Sorry.
Thunderheart wrote:
Thanks
It is not only the frequency of communications, but it is also the timing that is really key here. I am not sure how your build cycles work exactly, but I am pretty sure that the contents of the next build are planned in advance of when you release the build to Test Center. The vendor changes had to have been known for several weeks, but the first time the community hears about it is not from any developer, but as an item on the release notes. By this time I am sure there has been alot of work and dicussion done about the item cap and I am sure that the player reaction to the changes came up. Now that you see that the community is up in arms about this change you are now going to go back and rediscuss the options, possibly rework code and most definately cost you more money than if you would have braoched this change with the community earlier.
If you can introduce these changes a bit earlier in the development cycle I think we can not only begin to strengthen the trust between the players and the community reps/developers as well as save you all from alot of rework, it seems like a win/win situation. Granted the community does not need to be involved in every design decision that is made, but there are certian items, like the vendor changes, that you have to know will create a bit stink on the boards and probably would be better handled by more timely communication. Ooh, and for goodness sakes, please no more friday afternoon revelations that incite the boards for an entire weekend.
Umm... I hope that this post will not reflect negatively on my recent application as a Sr Server Developer on your team ![]()
mattpost wrote:
There is no way i have any room any where for all this stuff. ALMOST 4000 ITEMS
4.000 items ??? Did it ever occured too you that that is just waaay too much ? If everyone in this game would be like you, it would mean that there are 4.000 times 300.000 items or a whooping 1.2 BILLION items... Surely you don't mean to say that they should takethat into account, do you ?
Oh, and I bet you a melon that you dropped merchant as soon as you got the fifth vendor.
Thunderheart wrote:
GeneralKerensky wrote:
In regards on how to give credit for those who have been mindlessly grinding away such as myself, is to at least give credit for the actual professions that were needed for our individual selfs progression, for example:
First Holocron - Master Merchant ------------------------------------------------> Skip one of the Trials
Second Holocron - Master Droid Engineer ------------------------------------> Skip second part of Trials
Third Holocron - Master Architect -----------------------------------------------> Skip third part of Trials
Fourth Holocron - Master Carbineer --------------------------------------------> Skip Fourth part of Trials
Fifth Holocron - Silent started RANDOM mastering of Professions ------> Give no credit as we chose to proceed hap hazardly and took a gamble.
This could be something as simple as giving us an option when we visit a particular quest NPC to allow us to proceed with credit to the next NPC quest, or to actually do the quest, for those of us who would enjoy roleplaying the process thru, which is more realistic in the first place.
I think giving credit to those of us who have done 20+ random professions would not be fair, its like your paying us for doing something that was not worth anything. We were gambling, and we lost, its life, so why pay off a gambler. If we had opened the slot with the right profession before these Patch 9 and Patch 10 then we won our bet, we beat the odds.
Though I have grinded over 40 professions between 3 different accounts, all I can say is I took a gamble and lost. I knew the first few Jedi on our Flurry server and was very envious, but I think earning my Jedi through the Jedi trials will give more meaning and respect than simply me randomly grinding professions any longer.
I just hope like others have stated that the Trials are soloable, by those who are masters in their professions. I really would rather see thinking quests and puzzles similiar maybe in some respects to the Hero of Tatooine Quest, though not with the complete randomness of spawn locations. I don't thinking testing my tracking ability for random spawns is a true test of a Jedi.
In anycase my two cents.
Earning your Jedi will have much more meaning after Publish 10 goes to live servers and as soon as is possible, I'll be posting about the translation of the efforts of all those people who have been completing professions on their way to becoming a Jedi. I can understand why it is such a burning issue and as soon as a couple of decisions are made internally, I'll be able to bring you the scoop.
FIrst I would like to state I don't think this guy speaks for the majority. It stopped being a gamble when the first few jedi unlocked while mastering professions, with mastering professions being the only connection between them.
If I thought it was a gamble I would have NEVER IN A MILLION YEARS grinded 25 professions, 34 with repeats. I knew if I stuck it out a jedi would be mine. Now beyond my control the rules have been changed. I expect to be compensated for each and every aweful step I made.
Picking this post out of the hundreds or thousandsrequesting compensation for every profession is a dirty tactic to be using Thunderheart. Stand up to the rest of us.
If you are going to create a game where jedi area PVP prerequisite, end game, pinnacle profession then you need think hard about what is going to happen to those of us you brush off to the side. Those of us who could be waiting months after the new path is in to compete at the same level we were 2 months ago before jedi were gods.
OdiousEncounter wrote:
Yay! I remember Holobits! That was a loooong time ago.
Cute, but it leaves us with a vague (irrelevant) title to MUCH-NEEDED INFORMATION posted by a Dev. Yes, the frothing merchant masses were watching the DevTracker all fricking day, and it seems a small minority of them finally decided to click on this wierdly named "Holobits?!?!?!" thread just to see if TH had responded at all. Not all of them will. Am I nitpicking a stupid forum post subject line? I guess I am, but jeez.. not all of us were around for Beta to have the faintest clue that this might actually hold some useful info based on TH's past. Am I making sense here or just barking up the trunk of a tree with no foliage at the top? I suppose I don't blame the human-nature of TH in trying to hide from the piss and vinegar of the merchant community, but... sorry to tell you TH, you took the freaking job, now its time to live with that decision. Time to start relating to that community you manage. That IS your job-title, is it not?
Is this too rant'y to warrant a response? I really wonder what that pain threshhold is with the devs sometimes.
what are you going to accomplish ?
you dont make a proffesion more desirable by leaving it the same and reducing what can be done with it .
stop implementing simple fixes that require tweaks to the games variables and implement some code damn it !!!!
I mean you want to make merchant a worthwhile proffesion then program some skills in there
thats what the team is programmers .. there supposed to program
Program a system that merchants can use that allow them to search for items on a planet at novice merch ... another box 3 planets another box 5 planets another 6 planets and master all planets ...
what those that do ?? it allows merchants the abillity find any thing for sale in the game travel there buy it and ummm merchandise it !!! wow is that hard no .. its called creativity use it some time you will be surprised what you can come up with ....
i dont want to hear excuses that such a system would be unweildly fix the freaking engine there is no excuse why you canot have a continueus database searches ongoing throughout the game... Its 2004 database technology is over 25 years old programming languages are geared towards databases to begin with and yet your game has trouble acessing vendors that makes simple querys into a database...
so instead of fixing the problem your going to limit the number of items in the database so that way it lightens the load while nerfing hurting and damaging gameplay for a myraid of players because your team will not implement proper code to make things fun challenging and intresting.
im sure your merchant forum is full of great ideas i bet the merchant forum has well thought out well constructed ideas that would not be hard to implement and would make the game much more enjoyable for all
I would also bet that on the merchant forums there is no place that says "man we need our items limited so we can better compete in the game"
LISTEN TO YOU PLAYER COMMUNITY
listen means to head the advice of a giving entity and usually follow through with it ...
not come up with some cockeyed idea like limiting vendor items this is not a fix or a feature it is a bad idea !!
stop implementing bad ideas and implement the really good well thought out ideas that is posted all throught out the profession boards and you will have some killer game play mechanics on your hand ....
and yes the downside to this that you have to program some code but that is what the pay to play is supposed to be going to
to pay you programmers to program not play script kiddie and fiddle with variables all day .
DustusNavar wrote:
I remember when TH was one of us, a player, a communicator, someone we all could go to to champion our cause. Now it seems he's just another red name that pops in every day or two and says something minor that makes most of us feel that the Dev team has no real grasp of this game or what the "minor changes" they propose will do to us... what happened to the TH we used to know and love? We want him back.And for the love of god, hire some more freakin' people to staff 1) these boards, and 2) the programming end of this game to get us more fixes (do you know how much stuff is broken since beta?) and more content (though, I'd be more satisfied with bug fixes).
AMEN!!!! I too was in Beta 3 and I can tell you, a lot of bugs are worse now than before we went live... how did that happen exactly? No more profession changes until you fix the REAL bugs... come on - give us something to really appreciate, something to give us our faith back in this game. Most of us love playing - that is the reason we keep playing - we love being able to hang out with our friends in this awesome setting, we love being able to get away and be in the Star Wars Galaxies... but I for one am tired of paying to play Bug Wars... and most recently Jedi Galaxies... fix fix fix what you broke before you change another thing with a profession. PLEASE...
okay, enough of my mouth for now....
Merchant Novice Get (2) Vendors, that will hold (60) items, for a total of (120) items for all vendors
Merchant Management 1 Get (3) Vendors, that will hold (70) items, for a total of (210) items for all vendors
Merchant Management 2 Get (4) Vendors, that will hold (80) items, for a total of (320) items for all vendors
Merchant Management 3 Get (5) Vendors, that will hold (90) items, for a total of (450) items for all vendors
Merchant Management 4 Get (6) Vendors, that will hold (100) items, for a total of (600) items for all vendors