Development Cycle Archive

Thread: Weekly Roundtable Discussion (Week Ending 5-31-04)

speardancer
Tue May 25, 2004 4:17 pm
#92



Thunderheart wrote:


wickedHangover wrote:
This issue is in regards to walking for very long distances and not running into and random lairs. It seems that Lok was fixed, but Dantooine is a dead planet. I walked for 11,000 meters on Dantooine hoping for something to spawn and only ran into 5 random lairs. Yavin is getting pretty dead too.

It means that there are a lot of people on the planet. The more people there are, the less random spawns there are. These are adjustments the server makes automatically. If you are running shy of random spawns, you should go get a mission. The terminals will spawn additional lairs when this type of loading occurs...







OK, is it just me, or does this seem like a bass-ackwards way of doing things?



Speardancer Master Artisian, Shipwright and 12pt Armorsmith *cancelation pending*
Garlyn, Master Tailor and 11pt Chef *Canceled, last day Apr. 24th*
Motas, Master Scout and Carbineer *Canceled, last day June 16th
*Waited 1 year for a combat fix, and all I got was this lousy T-Shirt*
Makane
Tue May 25, 2004 4:21 pm
#93

Agree, can walk around just about any planet and never see spawns. I went to the agrilat swamp on Corellia the other day...completely devoid of wildlife. I thought it was supposed to be dangerous.
Squidwalker
Tue May 25, 2004 4:21 pm
#94






DarkSmyth wrote:





Squidwalker wrote:

The first problem was this. I died in pvp faction death, while I was overt and the Imp was overt, and got item DECAY.I should not have been, since it was well over an hour after asking to go covert. But that was not what I sent the ticket in for. I sent it in for the item decay. Not so much cause I wanted the condition returned, but the fact that we are not supposed to get decay in pvp death, period. The CSR responded with a non sence answer. I asked for more of an answer. They came in game and sent me a tell. The CSR told me THAT YOU DO GET ITEM DECAY WHEN YOU DIE EVEN IN PVP. IF I'M NOT INSURED, I WILL GET THE 1% DECAY EVEN IN PVP DEATH. So I told him that he is wrong, you do not get decay in pvp faction death. He argued that against me and said he can't help me if thats how I feel about it.







Uhhhhm, even though yes I do agree with you about the level of service and *cough* competence *cough* from the CSR team... Yes you DO get decay in PvP if you do not insure.


Insure = No decay in faction death.








He told me you get the 1% decay when insured, from a PvP death. That I know is false, for I never but that once, gotten decay in pvp. I never go around uninsured so not positive on that. But I assumed they got rid of decay from PvP death all around.



Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
WarFerret
Tue May 25, 2004 4:24 pm
#95








Thunderheart wrote:


It means that there are a lot of people on the planet. The more people there are, the less random spawns there are. These are adjustments the server makes automatically. If you are running shy of random spawns, you should go get a mission. The terminals will spawn additional lairs when this type of loading occurs...






Ok, can you tell us which mission terminals spawn Krayt missions ?


What you appear to be saying is that the more of us there are say hunting for Krayts, the less likely they are to actually spawn ?





---
Ississ - FarStar - Master Doctor/Master Heavy Swordsman.

"If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family anatidae on our hands." - Douglas Adams
SioBabble
Tue May 25, 2004 4:24 pm
#96






Chianti wrote:

T,


Currently, a single brawler using warcry2 and a combat medic are able to kill a jedi guardian in under 15 seconds. If the jedi has TEF, the brawler can run a macro to warcry2 and intimidate the jedi (without getting a tef) while the combat medic stacks poisons. Since warcry2 was used, the jedi cannot use force to heal themselves, nor can they use force to run away. warcry2 lasts 20 seconds, so there is no chance of survival.


Are the devs looking to balance warcry in pvp by a) reducing its pvp duration and b) giving the person using it a tef?


On a separate note, most servers now have Havla giving 100% reduction to heal time, meaning there is NO DELAY for combat medics to throw every poison and disease they have. Since curing priority is given to health and action poisons, but the time a doctor is able to remove both health and action poisons from a single player, they have already died from the mind pool being drained (not to mention the rest of the group).


Are the devs aware of this and investigating possible solutions? Removing havla from combat medics would be counter productive since we need to heal as well (yes I'm a combat medic). I would suggest allowing only 1 poison and 1 disease dot to stick at a time.







Anyone who has any ability that effects the combat abilities of another and uses that ability should get a TEF. This is the obvious conceptual solution to this particular exploit, and it is an exploit.


Havla needs to be nerfed as it applies to CM poisons and diseases, and I say this as an MCM.






Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


Squidwalker
Tue May 25, 2004 4:26 pm
#97






Thunderheart wrote:





wickedHangover wrote:

This issue is in regards to walking for very long distances and not running into and random lairs. It seems that Lok was fixed, but Dantooine is a dead planet. I walked for 11,000 meters on Dantooine hoping for something to spawn and only ran into 5 random lairs. Yavin is getting pretty dead too.




It means that there are a lot of people on the planet. The more people there are, the less random spawns there are. These are adjustments the server makes automatically. If you are running shy of random spawns, you should go get a mission. The terminals will spawn additional lairs when this type of loading occurs...











WOOOWWWW, you did not just say that TH. For one thing, if there are more people on a planet, there should be MORE random spawns. You know, so those more people can actually encounter them? Since when did SOE take this stance on this issue? It's different then it was on this same issue before. So what about us scouts and rangers? What about when we take missions from the Explorer terminials, THAT DON'T SPAWN LAIRS? What about us that just like to wander about a planet, killing what we find?


Please come up with a different answer.




Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
Gamesanator
Tue May 25, 2004 4:48 pm
#98

T.H. Wrote: "It means that there are a lot of people on the planet. The more people there are, the less random spawns there are. These are adjustments the server makes automatically."


The more people there are, the less random spawns??


That doesnt make sense




.....................................
Dark Jedi Knight/Gorath
.....................................
sciguyCO
Tue May 25, 2004 4:54 pm
#99






Thunderheart wrote:





wickedHangover wrote:

This issue is in regards to walking for very long distances and not running into and random lairs. It seems that Lok was fixed, but Dantooine is a dead planet. I walked for 11,000 meters on Dantooine hoping for something to spawn and only ran into 5 random lairs. Yavin is getting pretty dead too.




It means that there are a lot of people on the planet. The more people there are, the less random spawns there are. These are adjustments the server makes automatically. If you are running shy of random spawns, you should go get a mission. The terminals will spawn additional lairs when this type of loading occurs...




Do you mean that there are actually fewer random spawns in total with more players on the planet,or that the random lairs just tend to "clump" around the highest player density? So if the majority of the players on Endor are around, say, the Research Outpost, would the players around the Smuggler Outpost see less random spawns, and the ones near the Research see more?






Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
LeBob
Tue May 25, 2004 5:21 pm
#100






Thunderheart wrote:





wickedHangover wrote:

This issue is in regards to walking for very long distances and not running into and random lairs. It seems that Lok was fixed, but Dantooine is a dead planet. I walked for 11,000 meters on Dantooine hoping for something to spawn and only ran into 5 random lairs. Yavin is getting pretty dead too.




It means that there are a lot of people on the planet. The more people there are, the less random spawns there are. These are adjustments the server makes automatically. If you are running shy of random spawns, you should go get a mission. The terminals will spawn additional lairs when this type of loading occurs...



in other words... any planet that has zero players on it will have the maximum number of random spawns.... great logic SOE




SWGEntertainer.com
Emperor Palpatine (from "Star Wars Episode III: Revenge of the Sith"):
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-I support ATK people and playstyles.
Account cancelled as of June 23, 2005

RAMBOW
Tue May 25, 2004 7:19 pm
#101






Thunderheart wrote:





wickedHangover wrote:

This issue is in regards to walking for very long distances and not running into and random lairs. It seems that Lok was fixed, but Dantooine is a dead planet. I walked for 11,000 meters on Dantooine hoping for something to spawn and only ran into 5 random lairs. Yavin is getting pretty dead too.




It means that there are a lot of people on the planet. The more people there are, the less random spawns there are. These are adjustments the server makes automatically. If you are running shy of random spawns, you should go get a mission. The terminals will spawn additional lairs when this type of loading occurs...










And jedi are suppost to run missions to gain our INSANE amount of XP?


Its pretty lame running 5k from an outpost and not being able to find spawns.




||||||||||||||||
00153831321133700
-Rave Lupine-
Mahonri Disciple #2: The Dusk
MilkToast
Tue May 25, 2004 7:29 pm
#102

From a player's perspective this is counter-intuitive; the more people there are to hunt the less there is to hunt. Personally, I consider this a game-breaking problem. I haven't run a mission in 6 months and will not in the future. I thought missions where put in to provide a source of income for combat classes not as a requirement to for PvE. This may reduce the overhead on the servers but it also reduces the motivation to play.





Thoth Master Doctor, Master Chef
Isis Master Rifleman, Master Bio-Engineer
Great Bio-Engineered Foods and Beverages
@ -3643 4571 Theed, Naboo
Ahazi, Server

RedMangg
Tue May 25, 2004 7:51 pm
#103

In relation to spawns, the logic might be server capacity, if it hasa set spawn limit/ player balance, then the more players might reduce the spawns. Otherwise you may get server overload. It might increase random spawn difficulties possibly. The reasoning is a player can scoot about and has a wide choice.

Where there are more players, alas the server has to compensate somewhere, hopefully though its smart enough to boost up difficulty levels.

Yes, lovely if out $15 gets us better server to increase more spawns when lots of people are on. I'm all for that as long as the game still gets updated


That ain't my problem though. My issue is how are the server reboots and SWG 'stability' going. And will you bloody well update the network status PAGE!

http://starwarsgalaxies.station.sony.com/status/network_status.jsp?page=Network%20Status

For a game that cannot be played while down, the last 'scheduled' down time was Droids rebuilt. Its just disappointing and its been going on awhile now. Other options soon will look good, and only because of the above.

HolyAvengerOne
Tue May 25, 2004 8:28 pm
#104






Thunderheart wrote:





wickedHangover wrote:

This issue is in regards to walking for very long distances and not running into and random lairs. It seems that Lok was fixed, but Dantooine is a dead planet. I walked for 11,000 meters on Dantooine hoping for something to spawn and only ran into 5 random lairs. Yavin is getting pretty dead too.




It means that there are a lot of people on the planet. The more people there are, the less random spawns there are. These are adjustments the server makes automatically. If you are running shy of random spawns, you should go get a mission. The terminals will spawn additional lairs when this type of loading occurs...











As stated by someone else, the first problem with the idea of random spawn being linked to the number of players ona planet is that some planets become insanely easy to travel through. No more is there afeel of being in danger when crossing a planet like Yav, Dath or even Dant at some point in your character.


Also, there's a problem with taking missions.


If I take a mission all by my own, first its always near a city / outpost, which means I can't get to explore the outer reaches and wilderness of a planet while having a decent challenge.


Second, missions I can take are FAR too easy for the combat level of my character (master rifleman / master ranger). I easily take level 60 creature missions on my own, while it only spawns level 25-30 when I'm alone (even if I use every tactic I know to get higher level missions, such as using my best gun and grouping with a pet)


Finally, there's the ranger problem. Not having these random spawns on a planet just screws our abilities at tracking and hunting animals. I haven't played a lot recently (damned RL keeps getting in the way ) but last time I went hunting for bird meat for a doc friend of mine, I found myself completely unable to use my /areatrack to find birds on Naboo, in all of my previous spots and had to resort to taking missions. Talk about a ranger


Please do something about these spawns. Rangers may not have gotten a lot of love recently from a design POV, but if, at least, we could use out skills at their full potential, that would still be a great improvement. And we need to fear Dath some more. It used to be thrilling to walk out there.


Thanks,


-HAO







[_None_]---[_Kein_]---[_Nada_]---[_Nullus_]


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