Development Cycle Archive

Thread: Weekly Roundtable Discussion (Week Ending 4-26-04)

Adrionys
Thu Apr 22, 2004 11:28 am
#92






Adrionys wrote:

Thunderheart, please tell us that you care more about actual bugs, that have gone untouched since launch, than answering pathetically stupid questions as this!


How many posts do you see virtually begging for answers that NEED to be and SHOULD be answered???

Let me ask you a straightforward question, TH, and do me the justice of giving all of us an honest answer...


If you were to go out and by software, get it installed on your computer, play around with it, begin finding countless bugs, send the software company writtens warnings that they have known issues, be completely ignored by the company, go to download the constant updates which add "flashy" new features (that are also laden with problems), find the company's feeble attempt at a feedback forum and see all pertinent questions ignored...would you tell your friends that they should pick up said software? If you were having to pay for it, monthly, would you continue to pay?


As I said, please be honest.


Yes, TH, I am being VERY critical and I know full well that it's against your rules. Well, guess what. You're (SOE) breaking some very major rules of good business. It's time for a change, TH. You are the players' mediator. With all of the new games being released, you're going to begin seeing more and more accounts cancelled, as you are already, unless YOU do something about it, personally, Kurt. This falls upon your hands and no one elses, at this point. So, unless SOE originally intended for this to be a very temporary game (maybe until EverCrack2?), I suggest you start listening to us paying customers and actually doing something to appease the one's who really pay your bills.




Yes, this is a repost, from last week's "discussion", as you have decided to ignore the major concerns of most of the hardcore players. So, what will it be - will you continue to ignore our concerns or are you going to address them, TH?








I guess Thunderheart is too busy to actually address everyone's concerns, this week.



I hope he never has to deal with this kind of CRAP from a software company.









lLune Skytalkerl
Rebel Alliance Colonel
New Republic Alliance Soldier
Adrionys
Thu Apr 22, 2004 11:31 am
#93






Cafa wrote:




Filing a CSR ticket has pretty much proved worthless in my last 5 issues. They have not come, or responded four days later that they "will" investigate a problem, of course, the problem happened four days ago and all evidence of it was erased by the problem makers.'


SOE treats their customers' concerns with the same consideration as your basic domesticated animal on the way to the slaughterhouse.






Yeah, some CSRs are about as useful as JPGs are to a blind person...but I've had a couple of good experiences.



I couldn't agree with you more about how SOE treats us. Kinda makes you wonder how they stay in business.








lLune Skytalkerl
Rebel Alliance Colonel
New Republic Alliance Soldier
dragonisthedoor
Thu Apr 22, 2004 11:41 am
#94

I learned this last night the hard way:


1. if you shuttletef'd when you load you don't get the 60s grace period and can get load killed (I have also heard this is the case when in a guild war).


2. If you let yourself lay there dead for a few minutes after a pvp death (in my case hoping to show people that I was load killed), when you finally clone you will get decay. I think this is because there is a timer on your corpse so that after a certain amount of time you can't be revived, and once that time is up the game loses the concept that it was a pvp death.




Drache
DoogieHozer
Thu Apr 22, 2004 3:03 pm
#95


wickedHangover wrote:
(a pile of good stuff)


As a Master Doctor/Master Fencer with my primary avatar I find this all to be true, but I would like to point out one, I think very important, point.

HAM on a target is a poor way to measure difficulty.

The canonical example is the Corvette which, for at least some of the missions, can be completed without destroying the vast majority of the targets therein, because the AI is weak. Worse, the humanoid mobs seem to employ the same lame behaviors that make them pathetic in planet-bound PvE. You don't need to kill them at all, for the most part.

Your own example also belies this statement: If I sit there and hit F9 for an hour I can kill it. So if the target is instead twice the HAM, isin't it now just twice that length of time? It is just a DPS vs. target HAM game. A stronger creature is just more of the same.

After listening to the original whining and pissing from those who went off to the Corvette and got their butts handed to them, I expected the place to be full of sudden-death. Needless to say I was disappointed. The same kludges that work in groundside PvE work on the Corvette.

I would suggest that the -largest- thing lacking from all forms of PvE is VARIETY. Every creature reacts the same way to having it's lair attacked. Every lair pops the same number of creatures (except for an extremely rare megaspawn) in the same order, with the same number of spawns. The POIs always have the same density of creatures. Random spawns are no more and no less dense than they were yesterday, even if you wiped them all out. In fact this regularity makes it possible to AFK macro combat grinding of Skaaks or Meatlumps. Duh.

Beyond combat being entirely broken, beyond GCW brokenness, base brokenness and TEF brokenness, is that the environment of NPCs and creatures needs not just variety of creature strengths but variety in their behaviors. The -challenge- is not just that they're strong, but that they're -unpredictable-.

--doogie
DarthMinos
Thu Apr 22, 2004 3:39 pm
#96

I'm posting this here because Pex closed the COA threads in the events forum.


Despite my doubts about how COA was run, its now over, and the Rebs won. Congrats to them. They now have permanent access to Dead Eye.


Here is my concern about future story arcs, if they occur: lets suppose the next Story Arc has a prize similar to Dead Eye that can be made permanent by winning the final Arc. Seeing as how the Rebs won all three stages of the current arc, I think it is reasonable to assume that they will win all three stages of the next arc. So, they get that permanent advantage too. Follow that up with another story arc, followed by another Rebel victory, and they have three advantages the Imps don't.


At what point do the Rebs have so many advantages that it is no longer possible to effectively play the Imps in the GCW?


I strongly encourage the Devs to make the final prize something different than a schematic that gives one side an advantage in combat. I imagine the Rebs would have been pleased if they could have reported to the Rebel Coordinator during the Epilogue to COA and received something like a Rebel Victory Banner, or other unique item, that doesn't have the potential to imbalance the GCW. In fact, I imagine many of them, and all those that don't actively pursue combat, would have preferred something like that.


Another item for discussion, perhaps in the future, the Devs could only include characters in the tally that have been active during the Story Arc. That would probably result in a fairer outcome. If a playerhasn't been active for three months, should his inactivity really have an effect on the outcome of the monthly story arc? What is preventing this from being abused? Next time, I could use my seven open character slots, create a new character, get him trained up to Reb, and then actively not pursue the monthly story arc. I've just handed the Rebs a disadvantage that is far greater than the help my one Imperial player can give. I realize this idea is not without its flaws, but properly tweaked, it could help give us a truer field for who won the act.


If any of these ideas have been previously posted, I apologize for repeating them.



Rieke Mysadwy--Pre-CU Jedi (MLS, MDef, Nov Healer, 3xx2 Enh) & Professional Scoundrel, Leader of CCEF
Davaj Knyghtsyde--Bounty Hunter
Trawwl--Wookiee Commando
Grewaulk--Rodian Structures Trader

Loot and Structures Vendor at: -2634 -9, Caldara Cove on Dantooine
allstar
Thu Apr 22, 2004 3:46 pm
#97


The 1hr to covert thing is a quality reducing hinderance.

It's getting under my skin now...please make it go away.







You may be hurt or killed by vehicles exploding near you. (ut2k4)

http://www.theenergyradio.com/"> TheEnergyRadio.com
Bryan1138
Thu Apr 22, 2004 4:24 pm
#98

TH,


There appears to be a very serious issue of CSRs victimizing legitimate weaponsmiths as of late, confiscating their stocks and taking away their accounts. As a weaponsmith I am very concerned that a CSR might decide to arbitrarily take my account from me without cause. I have never used any exploits in the creation of my weapons, but that does not appear to be stopping the CSR in this instance. This concern stems from the following thread:


http://forums.station.sony.com/swg/board/message?board.id=weaponsmith&message.id=44616


In this case a WS was nearly shut down because of an exploit he could not have possibly performed and that was never proven to be performed on his weapons. First off, the weapons as have been shown on the thread can be made legitimately usingloot drops that have occured in the game and the best possible materials. Second, the person could not have performed the exploit because he is not of the right profession. How is it weare held responsible for the actions of others? As a WS, I have no idea what a smuggler can and can not do in game and no recourse to deal with an exploiter myself (hence the dire need for player created missions to track who did an exploit and when it occured).


I ask that in the future honest businessmen not be harassed by the CSRs andany CSR responsible for harassingsomeone for something they can't possibly do be censured.





Bryan1138
aka Bryan'sa Fickset on Bria

WS resource fire sale at: 890, -4700 on Correlia 500 m east of Coronet, Bria server!
aka Bryanosk on Radiant

3D4D
Thu Apr 22, 2004 7:32 pm
#99

Any chance that the drop rate on the AV-21 Speeder power supply could be increased? I don't have 8 million credits to buy one


Perhaps artisans could craft it without the power supply part, but the vehicle would be as slow as a Land speeder or something.


It's just frustrating having the schematic and not being able to do anything with it.





/meditate

Bria- Master Medic / Master Brawler / TKM ~(Hero of Tatooine)~

Scylla- Carbineer / TK ~(Hero of Tatooine)~

Tempest- Master Doctor / TKM
ViceCorpMav
Fri Apr 23, 2004 2:49 am
#100

Here's an idea for a junk dealer revamp (since they're really pointless at this point)


Every once in a while, someone should find some really valuable loot, that at first look appears ordinary and worthless. Today I looted a broken datapad, it would be cool if once in every couple hundred broken datapads the junk dealer could say "WoW!! This used to belong to blah blah blah, a great Gungan warrior! This piece is worth at least 20,000 credits!" and it gives you the option of selling it to him or keeping the valuable loot OR changes the name of the loot the "blah blah blah's Broken Datapad" and you can put it on your mantel at home to show off.


This would allow players to sometimes get good monetary bonuses and would make junk dealers actually worthwhile in the game (for more than 34 credits per trip)


Thank you for your time



Dropoff vender: 2160 -5867 Dantooine near Pirates outpost
Akinoor
Fri Apr 23, 2004 5:04 am
#101


About skillmod tapes and attachements, why don't you remove the non-functional mods and fix the bugs?


I know TH has seen this thread: http://forums.station.sony.com/swg/board/messageboard.id=csystems&message.id=7080since he's replied in it.


Please remove the non-functionalleftovers from the beta from the database that generates tapes. We're still getting worthless junk as drop from the game's toughest mobs.


And please, since you stated in your guide that multiple mods on a tape/attachement would work, make it so that they do.


Now that the borgle cave is closed, all SEA:s generated from now onare actually fair loot. Most old SEA:s exploited from the Borgle cave are allready placed in clothes or armor and wouldn't be affected. I think?


Also, related to this, please fix the mods on some of the quest rewards so that they make more sense.




--
Ingame: Akinor, Erynh: Shop is in Sun City (Tatooine), at 6323 3707
"The older one grows, the more one likes indecency."
wickedHangover
Fri Apr 23, 2004 7:21 am
#102






DoogieHozer wrote:




wickedHangover wrote:
(a pile of good stuff)


--many very good points--



I guess my problem is looking for content that falls in the above 56k ham to the 300k ham range. I am not saying there is none, I am just saying it is too rare.


As for what my (many player's) ideal situation would be is a battle between either single random spawns, or random mobs is a 10 minute battle that I may or may not win. Not the current system where if I hit it long enough without getting bored I will eventually kill it. I know this has a lot to do with the missing force powers, but the logic applies to creatures who didn't have those anyway.


If you work out the math, our HAM bar size is the problem. If our health, Action and Mind bars were seperated from the secondaries in a pool of points that would allow us to have 10k ham, but keeping the same secondary numbers, then we would have more realistic battles between players and higher level mobs. Even PvP would improve since right now its basically a contest to see who hits first, because most anyone can take another player out in one shot.


So say I migrate my stats to this:
9500 - max 12,000+- doc buffed
450 - max 2950+- doc buffed
350 - max 2850+- doc buffed
9300 - max 11,800+- doc buffed
400 - max 2900 +- doc buffed
450 - max 2950 +- doc buffed
7300
400
350


or something like that, what happens is that now we are on a more level playing field with high level creatures and the next step is to increase the amount of 50k to 200k ham stuff is out there. This is not a nerf to creatures and PvE, its a balance that will work its way even into PvP and would probably be the simplest solution to any combat rebalance problem that exists.


It would take nothing for the dev's to try it and if it does not work, oh well, it was worth a shot. I work with a lot of numbers at work and the numbers in this game add up very nicely fort he most part, but our ham bar numbers and buff numbers are real odd.


But my other issue was not so much to increase the ham on creatures, that was just a drastic idea since we keep getting new content in the game, but we still have all the same boring creatures. The Geo cave has been around for a while, you'd think that some of those creatures would be setting up lairs and spreading throughout Yavin 4 by now. I mean there's a gaping hole in the side of that hill, surely some have decided to wander outside it.


Same goes for corvette, after a couple weeks of that being around, surely some of those giant driods should make their way onto the surface of some of the planets.


As for my main problem, the biggest, baddest creatures in this game (all 5) are mostly on the starting planets. If Tattoine has the krayt dragon, then you would think that Dathomir would have something bigger, meaner, faster than that. Naboo has the peko albatross, you would think that Endor would have some crazy giant lantern bird.


I'm not looking for more big creatures to get more/different rare loot from either. I'm looking for something to hunt on a planet that is advanced so I can be far away from other players and not deal with kill stealers. If these giant creatures could spawn regularly on Dathomir, Endor and Yavin, then it would be a lot of fun to go out, search and try to take one down.


I am just looking for content for the combat masters.


On my HAM bar suggestion, this also does another thing, and I am sorry to bring CoH into this forum. But in CoH you start out feeling like you can actually kill things. Rasing the ham bars will do the same in this game, it reduces the "curve" of weak to strong without really benefitting you against very hard mobs/creatures. If you are unable to take a krayt out solo, having an extra 7000 health, action or mind will do nothing but prolong your eventual death. The key is that the secondaries are capped at their current specs and the added points can only be applied to the main 3 attributes.


But I'm sure the dev team went through countless hours of debate on the size of the ham bars long before beta. And I'm sure that they are written in stone at this point. It's just that I, as a programmer, look for simple solutions in number crunching to work out issues prior to a full recode/revamp of any form. Usually, the simplest approach ends up giving you the biggest bang for your buck.





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wickedHangover
Fri Apr 23, 2004 1:26 pm
#103






CivilizedAphid wrote:

I'm apoplectic about fellow players who seem to dismiss nonanimating working harvesters as a nonissue. Another worthy gripe that goes utterly ignored is the fact that the battle command window's and datapad's dimensions and location do not save between sessions. I imagine the only reason the latter concern hasn't already been addressed is that it hadn't ever before appeared in a thread of this kind. Scandalous! Get with it, everyone!







I remember when the harvestor animations worked, I think it was before aleraan act 2 came out, not sure...as for the datapad, how come every time i open it up after a shuttle trip it displays the help information and my waypoints are all gone? forget the dimensions, I have to keep flipping the tabs around to get my info back.


And as for the Macro screen, why are my macros not in alphabetical order? They rearrange themselves into any order they want as often as they like.






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drizet
Fri Apr 23, 2004 1:42 pm
#104

can anyone explain to me why it is when i find a good spot to sit at not afk camping but sit and kill higher level npc adn take the time to loot and possably die ie causing degration of my armor and so forth that then with in 2 days they come in and move the spot because they dont want camping but yet dancers and muscians are aloud to go afk in cantinas for who know how long server up to server down it is =not justfied to tell one group of people no you can not camp that spot and then tell another group that yes you can go afk and spam or dance your way to master i play on nartius and this is the third time in 3 days that you have killed a spot and made me go find another one.





drizet dura

former master smuggler,master brawler,master ch and 9 other masters
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