Development Cycle Archive

Thread: Publish 9.25 Feedback Thread...

TygerBlueEyes
Thu Jul 29, 2004 6:41 pm
#92

Any progress on the professions issues?




[My new sig]

I'm out of here! I'll be hunting wabbit, again...
O'los 'Zulis - Flurry
JediNewb
Thu Jul 29, 2004 6:43 pm
#93






Trayson_Antilles wrote:

Stone> The odds have to be stacked in favor of the NPCs from time to time because they cannot compete with the intelligence of a thinking human being. The same thing is done in every MMORPG (rules for players difference than from NPCs).







I would agree except this would imply that the average person uses "intelligence" while fighting these NPC's. From what I've seen, PvE strategy goes as follows: Choose a melee profession, approach lair or choice, spam AoE attack. Repeat.


-Benggal

MukeLandrunner
Thu Jul 29, 2004 6:44 pm
#94

man, all i have to say is i haven't got crap for loot of any kind off of anything.. i got one stone after killing tons of npc's since i logged on this morning, something must have unintentionally been broken during the publish. and as for the npcs using combat moves.. i think that maybe it should have been delayed until the combat revamp because i just get owned in ranged combat with most npcs now it seems like.
Solace1
Thu Jul 29, 2004 6:46 pm
#95



Trayson_Antilles wrote:
Stone> The odds have to be stacked in favor of the NPCs from time to time because they cannot compete with the intelligence of a thinking human being. The same thing is done in every MMORPG (rules for players difference than from NPCs).





DING! DING! DING! DING!

Someone get this man a cookie!



"In my culture, I would be well within my rights to dismember you."
Teal'c, Stargate SG-1

JtL Beta Tester since 9/21/04
JediNewb
Thu Jul 29, 2004 6:48 pm
#96






MukeLandrunner wrote:

man, all i have to say is i haven't got crap for loot of any kind off of anything.. i got one stone after killing tons of npc's since i logged on this morning, something must have unintentionally been broken during the publish. and as for the npcs using combat moves.. i think that maybe it should have been delayed until the combat revamp because i just get owned in ranged combat with most npcs now it seems like.






Exactly my thoughts.
Lotussutol
Thu Jul 29, 2004 7:00 pm
#97






JustG wrote:


Folks,


Thanks so much for the feedback, please keep it coming.


Thunderheart is in San Diego doing some transitional stuff as he takes on the role of Community Manager, so I am filling in for him today.


The AI will not have a weapon switch delay. They do not use the same combat queue as Player Characters do. We could eventually code this in, but it will take approximately a week of dev/ QA time, and I am certain more than a few of you would find a way to, er, take advantage of this situation, so we would have to spend more time balancing it against exploits etc.


This may be something that we revisit in the future, but we would rather spend whatever spare dev time we have now in getting powerful quick fixes out to you before JTL ships. Case in point, this is our second publish this week, and we will have inoculations and area cures on Test Center by tomorrow.


No other loot drop rates have been touched outside of the Loot Kits.


We are furiously trying to track down the Wookiee Armor crash, and have been working in close concert with some of you (THANKS) to nail it down. We are making traction, but have not solved it yet.


Again, we are as concerned over the CB delay as you are. Over the next few weeks, we are going to be trying very hard to get as many short-term fixes/ augmentations in as possible. We are bringing your correspondents down to Austin for a Summit Meeting next month to discuss the broader picture in full detail.


Thanks for the feedback and your patience,


- g

Message Edited by JustG on 07-29-2004 06:26 PM






/bow It is very very incouraging to see the stuff that has been hitting the TC the last few days. It has made the difference in me quitting till JTL coming out and or continuing to play. I am leaning towards staying now.


JustG...one thing about NPC's that I would like to ask about. people AFK fight meatlumps...most of them are melee afk alt looting machines...thing about npc's is they like to go out to around 25/30m and shoot at you and if you don't pursue them and just stand there...they WILL come back to you so you can kill them. Can you make the NPC smart enough to see that you are not pursuing it and have it stay out around 35/45 m and pick you off till you come to it? This would change/limit/slow down the afk fighter...it would not stop them but would slow them down.


thanks for your time and thanks again!

Appendifett
Thu Jul 29, 2004 7:12 pm
#98






JustG wrote:

Please post your feedback on:









Jedi TEF's are still a problem after a successful mission, (I am neutral, btw). I just successfully hunted and killed my jedi mark, and after I DB'd him I popped open the radial on his corpse. The options were Loot All, Examine, etc. But when his doc rezzed him, I gained TEF against the doc and I was able to attack the jedi again. I didn't, of course...


I will try to put some pics upif needed, but I would say there is still a problem.








Aleff Nool, Bounty Hunter (Intrepid)
Xlot
Thu Jul 29, 2004 7:15 pm
#99

NPC's with force powers (Noghtsisters, Dantoine force-sensitive NPC's) appear to suffer the 75% pvp damage reduction on their force attacks against players.

Damage dealt by Lightning, Choke, Weaken, Force Throw and Mind Blast is all in the range of damage that a rank 0 player jedi does in pvp.

For example, Lightning off a Nightsister currently does 400-1000 points of damage, resistable by armor. This compares very poorly to the PvE damage of a player jedi using lightning.

This makes the force powers useless - being weakened for 120 points is meaningless in the face of buffs.

Xlot.
Barb-Wire
Thu Jul 29, 2004 7:16 pm
#100






JustG wrote:


Folks,


Thanks so much for the feedback, please keep it coming.


Thunderheart is in San Diego doing some transitional stuff as he takes on the role of Community Manager, so I am filling in for him today.


The AI will not have a weapon switch delay. They do not use the same combat queue as Player Characters do. We could eventually code this in, but it will take approximately a week of dev/ QA time, and I am certain more than a few of you would find a way to, er, take advantage of this situation, so we would have to spend more time balancing it against exploits etc.


This may be something that we revisit in the future, but we would rather spend whatever spare dev time we have now in getting powerful quick fixes out to you before JTL ships. Case in point, this is our second publish this week, and we will have inoculations and area cures on Test Center by tomorrow.


No other loot drop rates have been touched outside of the Loot Kits.


We are furiously trying to track down the Wookiee Armor crash, and have been working in close concert with some of you (THANKS) to nail it down. We are making traction, but have not solved it yet.


Again, we are as concerned over the CB delay as you are. Over the next few weeks, we are going to be trying very hard to get as many short-term fixes/ augmentations in as possible. We are bringing your correspondents down to Austin for a Summit Meeting next month to discuss the broader picture in full detail.


Thanks for the feedback and your patience,


- g

Message Edited by JustG on 07-29-2004 06:26 PM




critical things to fix


ranger camoflauge kits completely ineffective breaks on the slightest exposure to any aggressive creature


mask scent does the same except creatures can see thru it and attack with it in effect.


traps are completely ineffective on creatures in attack mode even with 100+trapping


rifle block skill does not work it is linked to brawler center of being and since rifle has no center of being skill


creature handler pets constantly poof when crossing or fighting near server lines. remove autostore feature from pets to fix.


people warp when exiting a vehicle this can be prevented by using a /wave command which syncs the player to the area they are in a quick fix would be to include a "/sync" as part of the vehicle dismount function


center of being does nothing for TK


remove and rollback group waypoints and new group nearest mission code. it does not work and causes the group listing to be completely messed up over time as people come and go from the group across server bounderies. it needs to be moved to TC only as the nearest mision waypoint often fills the datapad to capacity with useless waypoints that seldom to the closest mission. can be re-implemented when it is fixed. as it is now the code is worse than nothing.


just off the top of my head of things that are pretty important.





Created Account July 2003 - Canceled account Nov 2005. The NGE made me do it.
Barb Wire
Former Dark Force Wielder
Ex-Imperial Navy
Akkori
Thu Jul 29, 2004 7:18 pm
#101

Since "higher-level" NPC's were not meant to be solo'd, and I assume you are not doing that, just step back and let a teammate take on tanking the High-level NPC while you go to your OTHER teammate and get healed up. Then you can go back and relieve your replacement....


Its called tactics, and I am glad to see that there will finally be need of them in this game. Maybe we might even see some Squad Leaders appear again. As dumb as the /con system is, it is still telling that these NPC's /con as red....meaning they *should* almost always mean death would visit you quickly IF you try and solo them.



Odano Akkori
First Mayor of Tempest
Jaxian Bay
Elder DE, Rifleman, Swordsman

Jedi will never be a starting profession...Looted items and quest items will never be better then crafted items, this is not a loot based game...CH will return shortly...CH and BE will not be back in game...Rangers are getting their revamp next!...The stealth system will not be changing in the spy expertise...Need any more examples of things the devs said that did not hold true?
Vmob
Thu Jul 29, 2004 7:24 pm
#102


i think its great that they i made npcs use specials but the order is all wrong. ADD some content to the game.It wasn't fun at all playing today.If there is nothing to do the mobs that are fun to kill have now become to hard and my only out is to group w a bunch of "uber l337 pwners" who don't have have a clue what they are doing except that mommy and daddy pay for their game. So PLS DON'T FORGET THERE ARE SOME PEOPLE OUT HERE WHO HATE GROUPS and don't want to deal w these kids


Until they add something better to do they should have left the game as is.I'm sure all the people who are active in the community will love it, a reason to group again talk and hang out instead of soloing jantas. Well thats fine but if I want to hang out w ppl I go to a bar and drink. No offense but I don't really want to deal w ppl more than i have to. I realize if eveyone was like this the game would die quickly but just remember we are out there. U have the dwb, corv and to some extent the geo. They should have added more of those and kept the npcs the same or added more difficult npcs (sbds) instead of changing the way npc's fight (btw this does not include them changing which is a good thing)


And btw all the ppl crying about gcw and the combat balance, please stop. I want JTL bad. Look at all the pvp'ers they are gods, oh wait they have a good macro. I want skill based not cycle target outward /unarmed dizzy...... I come from an fps background (lol) and the ppl are 100x nicer than any pvper here they are pricks. Maybe it is because ppl in some odd senseppl respectthe skill the opponenthas.U never here gg, nice fight or anything in swg, just u suck b!!!, F!!! you and the best I PWNED YOU.


I agree the game needs work but the players also make it what it is and it is the ppl more than the game that are making it less and less fun every day. If soe sucks so bad please go look at novagarbage (sic) and u will see how much worse things can get.


My one idea - an adult server free of kids and packed with death sticks


"SWG is like smoking it becomes easier to quit w every patch"

http://www.gucomics.com/archives/view.php?cdate=20040506



SIG
Meplorium
Thu Jul 29, 2004 7:31 pm
#103






JustG wrote:


Folks,


No other loot drop rates have been touched outside of the Loot Kits.


Thanks for the feedback and your patience,


- g

Message Edited by JustG on 07-29-2004 06:26 PM



That is understandable, but I hope there is a way to gage the drop in kill rates and adjust the loot drop rates to maintain the level everyone is use to. Right now many things are frustratingly hard to get. With the drop in kill rates it will make to too difficult for most players to get the items they are wanting. So an increase is needed, though I understand that what that increase should be isn't going to be known for a couple weeks until the numbers are in and the rate is stablized.




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-HadesBabe-
Thu Jul 29, 2004 7:40 pm
#104

I guess some people get increased drops on loot kits. I actually suffered a decrease. 3 days ago I looted 3 table parts in 45 minutes. Today I get two crappy items in 5 hours of killing. Drops have definately decreased for me...




WMeego The-MadW
Zabrak on Fire
Member of the LJO
Meego
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