Development Cycle Archive
Thread: Weekly Roundtable Discussion (Week Ending 5-31-04)
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?
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.
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 ?
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.
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.
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 ![]()
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?
in other words... any planet that has zero players on it will have the maximum number of random spawns.... great logic SOE
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...
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.
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