Development Cycle Archive

Thread: Weekly Rountdable Discussion (Week Ending 2-1-04)

PsychoticChipmunk
Mon Jan 26, 2004 4:41 pm
#92






Wale wrote:

Can something be done about the AP system...It worked fine until the Holo-Craz....Now standard Roleplayers are having to compete with the high prices the holo-grinders are setting....Before the craz....students tipped teachers for the skill training...now holo-grinding teachers are paying students 1k - 5k per skill learned just so they can drop their new masterhood and grind the next....

Can we have NPCs to train so we can get our AP....even if there was a set price....but I do not want to have to search out students and then compete with someone who doesnt even care about becoming a master....What ever happened to the students seeking the training of the skilled....dam Holocrons...bane of this game.....






Grinding to jedihood is being removed soon, and besides reaching AP only requires a friend with scout but not hunting. You can get an incredible amount of scouting xp from just 1 trip to dantooine, learn/unlearn hunting 1 over and over and over and over and over and over again. If you are grinding a crafting prof then yes it can be difficult but just get the scout skill (like I said easy with a trip to dant) and then you're on your way.



0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000Decorator, Mayor, Rifleman, Bothan0000000
PsychoticChipmunk
Mon Jan 26, 2004 4:43 pm
#93






DVader539 wrote:
So..... *clicks tongue* what about this from two weeks ago?




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 was talked about being Blast damage









Wasn't that from a few months ago...back when it was new and could have easily been hotfixed to help us. Oh but waiting for the combat patch in a few months is much better in the long term. Right?



0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000Decorator, Mayor, Rifleman, Bothan0000000
Pentagon2k3
Mon Jan 26, 2004 4:52 pm
#94






Spiglord wrote:

BRING BACK THE LOST PROFESSIONS.....


As a crafter since beta, I have found that I am spending sinificantly more time on resource collection than actually crafting. Being a Master Weaponsmith now requires more imagination in the management of myfleet of heavy harvesters than investigating schematics.


In fact its gone BONKERS on Wanderhome with spawns of better & better resources happening daily. If I don't check the SWGCRAFT.com boards every hour, then I risk missing out on a new quality resource and consquently being left behind in the endless race to make better & better weapons for a demanding customer base....!!


It's time to re-investgate the dropped profession of Miner.


As a Master Weaponsmith (that hasto get Engineering IV in theArtisan Tree,) I can: -



  • See every available resource on any planet at any time

  • Survey and mine any & all resources, on any planet at any time

  • Build and operate any type of harvester in any location at any time

As much as this makes me almost 'all-powerful' I see it as fundementally wrong.As a Weaponsmith I should be able to do a sub-set of the above,not everything to the very best level.


With a little bit of imagination, it would not be difficult to re-implement the Miner professionto play an important role in the SWG world. With professional branches of Advanced Surveying, Advanced Mining Techniques, Harvester Operation, and Resource Refinement, I think that many players would find it a rewarding profession to follow.


[The Resource Refinementbranch could be one that allows a Miner to refine a single resource attribute of a particular resource, thereby creating unique resources for use in the crafting profession. just imagine a Master Miner that could 'refine' the conductivity of Plumbum Iron by an extra 200 points..!!]


Additionally, bringing back the mining profession would introduce some level ofinteraction withing the crafting professions with everyone wanting the services of a Master miner to bring me the best resources possible. After all, as a Master Weaponsmith, what have I got to spend my millions on anyway..?


So THUNDERHEART, any chance of another look at the mining profession....??


[and when you've done that, we'll look at the Manufacturer Profession too....]









I have to agree. I would also like to see a mining profession.



--------------------------------------------------
Leh Yui
Rebel Colonel - Master Smuggler
Co-Founder of the Smuggler's Alliance
Selling faction points at 125creds/point

Nikom
Rebel Private - Rifleman
--------------------------------------------------
crimsonkhan
Mon Jan 26, 2004 5:22 pm
#95

I would like to see "Knockdown" attacks become ineffective against opponent's that are larger than man-sized.


Modifiers should not stack. A +10 mod should be replaced with a +20 mod and effectively become +20, not +30.


Striving for a more balanced SWG.




Talos Darksun, ImperialMaster Squad Leader
bleaqheart
Mon Jan 26, 2004 5:28 pm
#96

Like to see a reward system put in place for good behavior. In other words, if there's to be a severe penalty for imperials using contraband, there should be something more rewarding than a mere "You can still grind faction missions!" for not using it.
RohmEnari
Mon Jan 26, 2004 5:38 pm
#97

I was just curious as to whether or not the proposal by NRaas (ranger correspondant) for changes to the Ranger profession has been reviewed by the Devs. As a master ranger now, and apparently from what I understand they are in short supply on tempest, I would love to see the proposal by NRaas implemented. I don't plan on going Jedi even though I have enough holos to guide me through my first four professions to attain my fscs. I plan on remaining a Master Ranger and as that is the case, I and the rest of the rangers out there would love to see this "Outdoorsman" plan put into effect. Thank you in advance for any response to this topic TH.



Reyune Edredis


Xplorer Corps


Running Blade Resources }


(-6272, 6776)


Jaxian Bay, Naboo






Your friendly neighborhood Ranger,


Reyune


Atherin
Mon Jan 26, 2004 5:47 pm
#98

Spiglord, excellent post. There are many facets of the Miner profession that drew me to SWG in the first place. Only to have the entire profession given to everyone.


Initially, I thought there were going to be Surveyors that would go out and find concentrations of resources. These Surveyors would then parcel out the land on top of the concentration into "deeds". These deeds could be then traded as commodities and allow another player to place mining equipment on those "deeds".


A Mining Profession could even have such things as Refineries (along with what you say above, and built by Architects), Deep Core drilling skills, Drift Mining skills (to reach nearby concentrations that would normally be unreachable) even Smelting (allowing the Miner to create totally new alloys of resources!).


It could be a very fun and fulfilling profession. One I would spend hours mastering.


Pardon my passion about this, but I think it would be very fun.




Atherin Danyy
Tinker-Tailor-Soldier-Spy
CEO of
The CONSORTIUM


JavaKodar
Mon Jan 26, 2004 6:30 pm
#99

I agree, the mining profession should definitely be brought back to SWG. It existed in beta, but it was removed due to the developers being unable to make it "fun".


Right now, as Spiglord said, many crafters spend more time surveying, placing harvesters, checking harvesters, etc. than they do actually crafting. There is something terribly wrong with this picture, and there needs to be a mining profession to fix it. A lot of the fun of crafting is taken out by spending inordinate amounts of time just hunting for resources. For many of us, the sole reason for continuing to craft is the millions of credits that we earn because we mine our own resources for a much lower price than we can buy it at.


Bringing back the mining profession will also bring a renewed interdependence among the professions. Architects, armorsmiths, chefs, weaponsmiths, tailors, we will all need miners. Some players already do this, so let them become better at what they already do by giving them a professions and abilities to work with.


The mining profession can be made fun, just take some of the ideas posted in this thread and elsewhere. Heck, if players are already doing it,it already must be fun. If implemented correctly, itwill be even more fun, it will be profitable, and players will use it.




Vertex Starlighter [TCON]

Former Master Weaponsmith of Wanderhome

Seth_Ruedo
Mon Jan 26, 2004 6:32 pm
#100


Spiglord makes a compelling argument for the re-introduction of this much needed special Skill - the Miner!


As a long time Crafter and Master AS I also concur, the burden to locate and procure the best resources in the galaxy is both time consuming and simple put, to available to all crafters.


By re-arranging the skills in the Surveying tree or adding new better abilities to the Miner, SWG can encourage the type of team work and interdependence that is so missing in most users experience.


Cheers


Thunderheart
Mon Jan 26, 2004 7:42 pm
#101






RohmEnari wrote:

I was just curious as to whether or not the proposal by NRaas (ranger correspondant) for changes to the Ranger profession has been reviewed by the Devs. As a master ranger now, and apparently from what I understand they are in short supply on tempest, I would love to see the proposal by NRaas implemented. I don't plan on going Jedi even though I have enough holos to guide me through my first four professions to attain my fscs. I plan on remaining a Master Ranger and as that is the case, I and the rest of the rangers out there would love to see this "Outdoorsman" plan put into effect. Thank you in advance for any response to this topic TH.





Yes


Last Thursday or Friday, there was in internal email to the effect of Ranger/Scout camps and I was able to the proposal in the discussion. Its too early to know what can and cannot be included, but the team was exposed to the proposal on a timely basis.


I do my best to do that with everything. When it comes up, I voice your opinions. Sometimes I spice it up in my poststo make the forums an interesting place to come and debate, but I alwaysbring player issues to the table. When debates are passionate, people tend to make stronger arguments and that always makes for fun posting and good feedback for the devs.


In short though, the camp stuff is in the works. When I know exactly what it is, Ill follow up.






Kurt "Thunderheart" Stangl
Community Relations Manager
TK42I
Mon Jan 26, 2004 7:43 pm
#102

My Five Cents this week:


I am not certain that the method for gather AP XP to get master is doing for the game what it was intended to do. Instead most players just start auto-yelling outside Coronet starport for two days until they get it or have a PA buddy lend them xp as they give away points during a holo-grind. In some of the early guides there mentioned universities in the NPC cities. My suggestion is that you make Universities a major building. Players who need AP would go there and get bonus xp for training in that location.


To add a more star warsy feeling to the game, perhaps individuals could only learn 2 or 3 languages. In order to understand all of the languages they would need a protocol droid standing next to them.


PEX: I'd love to see you and your gang ride around in Jabba's sailing barge on Tatooine for a player event.



Netrix Teth
Tempest Galaxy
Dark Order Player Association
Master Architect, Master Shipwright, Master Artisan

DuckMaestro
Mon Jan 26, 2004 8:11 pm
#103

Duck's Bug List v1.1
====================


PC = player character (not personal computer)
NPC = non player character

I am avoiding any bugs that are slated to be fixed with the coming combat updates. I am posting bugs that i have not heard the developers comment on and i wish to make them aware of these bugs if they are not or i wish to get some feedback on when/if these bugs are getting fixed.


Vehicles/Mounts:


1. Vehicles are very "jumpy" when traveling over bumpy terrain. hard on the eyes

2. Vehicles traveling over water pitch forward and backward based on the terrain underneath the water, instead of staying level with the surface of the water.

3. Vehicle repairs do not stick. I am not sure exactly how this is reproduced, but it has happened to me every single time now that i try to repair my x34's. I repair my vehicle that has about 10% condition left, it goes back to 100% condition after i repair it, all looks good, i store it later, i call it later, its back down to 10% condition. 8000 credits repair gone down the drain. I now have to resort to item number 4...

4. Exploit.... vehicles do not need repairs because u can repair them for free... u leave a vehicle out (dont store it) on planet A... u buy a ticket and travel to planet B.. u store your vehicle, u call your vehicle, its now at 100% condition. I wouldnt normally post an exploit because of the rules, but this the *only* way that i and others can actually repair our vehicles because of item #3.

5. After travelling a far distance on a mount or vehicle, when you dismount, the entire on-screen terrain goes *poof* for a moment and has to reload itself. This takes about 2 seconds on my machine and is very hard on the eyes for everything to suddenly disappear.

6. This is related to number 5 sometimes. When dismounting from a vehicle or mount, the player is often teleported forward or backwards about 15 to 80 meters.

7. Related to number 5 and 6. Sometimes when dismounting from my vehicle in certain places (Rebel HQ on Correllia, Bestine City, Anchorhead City), the vehicle will suddenly run off like it has a mind of its own! It runs back to the nearest wall and waits on the outside. Reminds me of some of the mickey mouse cartoons where the appliances come to life.

8. When riding a mount tangent with a steep hill (that is across the side of a steep hill, not up or down the steep hill), the mount will stick out near horizontal as if the mount has magic sticky boots or anti-gravity boots. Creatures would actually stand upright and lean into the hill or slip a little. I know that this is a complex game, and adding slipping effects might take up too many cycles, but at least make the creatures look like they are compensating for the steep hill (by absorbing more of the incline into one of their limbs) or make it so that creatures (and perhaps vehicles and people) cant walk on such an incline in the first place. These inclines are much too steep for anyone to actually be able to walk on in such a way. (i am talking about the very steep inclines, like cliffs).


Combat (many are simply inconsistancies and odds-n-ends; small but when totalled up become game-breaking imho.):


1. When standing, and dizzied, if u press the stand key again or /stand, u will fall over. It does not make sense that if you are already standing, that a posture change to stand would cause you to fall over.

2. NPC armor and HAM is inconsistant relative to other NPCs and especially inconsistant relative to PCs. Storm troopers have very high HAM. They are only human, yet they have more HAM than human PCs. Storm troopers need to be tough, but having bigger HAM does not make sense, they are humans. Instead give ST's better defense mods, better attack mods, better moves, appropriate armor. Armor on NPC's are inconsistant as well. Most npc armor has an AR of none. This does not make sense because every single peice of PC armor has an armor rating of Light. There are even NPCs that wear PC armor, yet their stats say AR:none. Again, make the armor consistant with that of PC's but instead give the NPC's better combat skills. The system lacks consistancy.

3. combat animations are sometimes a little off. When firing an EE3 carbine, the left hand kind of floats off and the right hand is holding the gun at the very bottom of the handle, instead of at the trigger. When firing a DXR6 carbine, the right hand is in proper position but the left hand is supporting the weapon around the middle of the shaft instead of holding on to the 2nd handle in front. some of these are most apparent when running and fighting at the same time. In general, mose of the hand model positions are not positioned ontop of the triggers for the guns and can be seen very obviously when you zoom in. It would look much nicer with the hand positions on the trigger and the trigger area.


Graphics:


1. Sunglare occurs everywhere and anywhere, as long as you are looking in the direction of the sun, even though u might not even see the sun from where u are (because of a hill or buildings). Sunglare even happens in the interiors of buildings where there are no windows!

2. This next issue applies only if volumetric shadows are turned on. Framerates will be very nice, the shadows add alot of depth, but open your inventory or datapad or an examine window and *bam* your framerate cuts in half. Close those windows and everything returns back to a nice fast framerate. This only occurs when volumetric shadows are turned on; when off, the framerate stays consistant. Always happens with inventory but only happens sometimes with datapad or examine window.

3. For a while after release, i could play the game at 85hz and higher... after a certain update/patch (i forget which one exactly), the refresh became capped at 75hz max. My eyes much rather enjoy 85hz and 100hz. My moniter and graphics card are more than capable of running at 85hz+ and have proper drivers. The game needs to bring back support for higher refresh rates.

4. Field of View setting is bugged. When you increase the FOV, the horizontal FOV increases more than the vertical, leaving the image looking tall and thin. It'd be nice if i had a widescreen moniter, then it would look normal but i dont so it looks funny.


Travel:


1. Ticket collectors never work the first time, about 50% of the time. Neither does double-clicking your ticket from inventory work the first time. Often you must activate the ticket collector or ticket about a half-dozen times before they work. I even noticed that they dont work at all, unless u move into another area around the collector.


Sound:


1. At launch, the soundfx from your own PlayerChar came out loud and clear. The coughs, pukes, sneezes, fist slams, etc. Ever since the update shortly after release which fixed the 3-d positional audio to be camera centered instead of character centered, the soundfx from your own character became significantly softer and much harder to hear.

2. Because certain interiors are broken up in certain ways, there seem to be invisible walls that, though a very clear LOS exists, the sound becomes very muffled across such an interior. When u cross such an interior invisible wall, entering the "virtual room", sound plays normal but step out of that "virtual room" and sound becomes muffled. Again, there is very clear LOS, this happens in big caves and small hallways with a definate LOS for sound to travel, yet the sound engine acts like there is an invisible wall in those openings that muffles the sound.


User-Interface:


1. Combat Queue window does not remember its position between log-in's. I have this perfect custom UI setup but i need the combat queue in a different position. Currently, every time that i log in, the combat queue resets its size and position back to its default in the top-right.

2. Drag and drop Tapes to sockets, powerups to weapons, and resource container consolidations do not work when the inventory is in list view. it only works when in icon view.

3. Inventory does not remember its sorting properties between log-in's and loses its sort between shuttling. I log in, and it forgets that i want Catagory first, Name 2nd. I set it to that, switch back to icon view, everything is sorted fine. Then i buy a ticket and travel to another place. Sorting is still remembered but all the items are in random positions again. I have to toggle to back to list view then back to icon view for my items to be sorted again. Note that it still remembered i wanted Catagory first, Name second; but i had to toggle between list and icon modes before it resorted itself.


4. The player character's language setting does not persist between loggin's. It always resets back to Basic if you are logging in 15+ minutes after the last logout.


AI:


1. wild creatures: sometimes (but enough times) i will attack a creature, it follows me a distance, i almost kill it, i incap, the creature hangs around a bit, the creature goes *poof* a few minutes later. I cant say how many times ive been frosted because i almost killed the animal, was about to wake up and finish the job, but the animal goes *poof*. not only did i lose the xp i was going to get, but if its a rare creature then its *poofed* and i have to search the planet again.

2. Creatures and mobs in general just stand around doing nothing. (i know this is not technically a bug, but its a bug to me because today's standards for AI are higher than what the AI currently is in this game. I visited dathamor the other day and i saw a couple rancors just standing doing nothing. Im not sure what a rancor would be doing, but two things i would expect it to be doing are: 1) be on the move, hunting and 2) sleeping. not 3) standing, staring off into the distance.

3. Groups of AI: I am a rebel and when i do destroy missions, attacking imperial camps, they are not very difficult nor interesting because there is no group AI. Imagine one of those "plus sign" imperial camps. There are often a couple guards on the outside and a couple guards in the inside. When i attack the guards outside, the guards inside continue to stand and act like nothing is going on. The inside guards are merely 5 meters away at times (seperated by a wall) yet they cant hear the blaster fire of a raid hitting their camp? When i attack the guards outside, the guards inside should hear the blaster fire and run out to see whats going on. Maybe thats why there is issue #2 from my combat section. Perhaps if they made AI better, they wouldnt need the super high npc HAM in order to prevent the missions from being too easy.

4. troopers at destroy mission spawns sometimes spawn ontop of each other. It looks like there is only one trooper but then u attack and the 2 seperate and u realize they were on top of each other.



That's all i can think of now... i hope i get a response... personally these bugs really frost me sometimes and i end up taking SWG breaks and go play KOTOR by Bioware instead or Podracer to ease my fury hehe. I've tried to keep the post as constructive as possible but there's my little flame .

=Duck=



- Duck
I give up.
DuckMaestro
Mon Jan 26, 2004 8:28 pm
#104






TK42I wrote:

My Five Cents this week:


I am not certain that the method for gather AP XP to get master is doing for the game what it was intended to do. Instead most players just start auto-yelling outside Coronet starport for two days until they get it or have a PA buddy lend them xp as they give away points during a holo-grind. In some of the early guides there mentioned universities in the NPC cities. My suggestion is that you make Universities a major building. Players who need AP would go there and get bonus xp for training in that location.


To add a more star warsy feeling to the game, perhaps individuals could only learn 2 or 3 languages. In order to understand all of the languages they would need a protocol droid standing next to them.


PEX: I'd love to see you and your gang ride around in Jabba's sailing barge on Tatooine for a player event.







i like the 2nd idea..... limit the number of languages a person can know. 2 or 3 wouldnt work because everyone would choose Basic, Their native language, and Shryyiwook.


The limits should be different for comprehension and for speaking. Speaking could be limited to two languages, their native tongue, and a 2nd language (most would choose basic except for humans who would pick some other tongue because basic is the native for humans). Comprehension would then have a limit of 4 or 5. Remaining languages require either the underworld languages box from smuggler, or a protocol droid. Certain npc's should be speaking in tongues as well. I visited a wookie brawler camp on my alternate char and they yelled at me something like "hey you!" but it was in basic; the chat log didnt say "says in shyyrwook". It baffled me why a wookie would be talking in basic.


-duck




- Duck
I give up.
Page 8 of 26