Development Cycle Archive
Thread: Weekly Roundtable Discussion (Week Ending 3-1-04)
Given all the big issues people have been posting, this will seem very minor but hopefully it will be relatively easy to fix.
I love the new "examine" window that's been added to the Inv window. However, there's a bad bug with it (at least, there is for me) that didn't seem to be a problem initially but is now. When the "examine" window is open, some of the items in Inv are no longer visible. (I guess it's a scroll bar problem -- you can't scroll down to see all of the items in your inv.)
It was only a big deal for me when I was crafting new buff packs and thought they were disappearing (that is, not dropping into my inv). Now that I figured out what's going on, though, I've stopped using that nifty examine screen completely, which is a shame.
(Hope this was the right place to post this.)
These exploiters are flooding the market with skilltapes and making millions in the process. It encourages others to make their credits this way rather than choose a crafting profession and it's far more lucrative.
It's been like this for over a month and enough is enough.
Thunderheart wrote:
Phramrex wrote:
I tried the Borvo quest back when it was bugged. Well I went and tried it again after this latest patch and found out that I still can't do the quest. I thought that the quest was reset for thoughs of us who did it during the time it was broken. TH can you confirm that this was fixed or are dev's still having problems with this issue. Thanks!
I played it this weekend and got my Polished Krayt Skull with no problems
The quest was a blast!
I sure am happy for you, but that is not an answer. Many of us still cannot restart or finish this quest, what about that?
I'm guessing he meant that unarmed is not enhanced by anything in the smuggler profession. Smugglers need Pistol 4 and in the Smuggler tree get special pistol moves. Smugglers need Unarmed 4 and in the Smuggler tree get nothing that uses unarmed. Maybe a couple of new moves such as Eye Pokeor Foot Stomp could be added.
Thunderheart wrote:
Cronuss wrote:
In light of the talk about smugglers lately with the crackdown issues, I would like to bring something up.
I think it would be a great addition to the profession if some unarmed skills were added to the dirty fighting line.
Unarmed skill is required to attain novice smuggler, but never used thereafter.
We could add in some cheap shots or something.. nothing too powerful, but stuff to add viability, RP, and fun!
Cronuss - - why do you not use unarmed? I'll see if anything can be done though.
Thunderheart wrote:
Rorenikibi wrote:
Just a note on some CH bugs, they follow literally on top of me. I cannot even move a meter out of the way and they will move right on top of me.
I had to tame a giant veermok to have a mid level tanking pet tall enoughthat doesn't come to rest with my head stuck in its rear...
Also still having problems with pets staying on the attack.
On the Pet sitting on top of you thing, we'll have that worked out soon. On the pet tanking issue, what was the pet and did its personality change? Some pets are "cowards"...
Glad to hear the pet following issue will be taken care of soon.
As to the second part of your answer...Was the "cowardly pet" issueby designthen? I rarely, if ever, had pets run from combatbefore unless they were near to being incapped prior to the latest patch. And as to having to ask Rorenikibi about what pets and personality changes? Have you not read beyond page two of thenine pages of posts where you asked for feedback on CH issues after the patch? I would think with that many posts you'd have more than enough information to take to the dev team without having to ask again in other threads.
I also wonder if your flippant remarks and cavalier attitude towards CHsare intentional or not. As a member of the SWG team, I would think it would be your duty to represent ALL professions and players equally, leaving aside any personal feelings you may have about said players or chosenprofessions. Comments like the now infamous poke hander one certainly don't instill a sense of goodwill amongst those who have chosen CH as a profession. If the SWG team's intent is to kill off the CH profession, at leastshow somemercyand do it quickly.
Around 40 people posted unlock 2 weeks prior to patch. Around 50 in the week leading up to the patch. 0 Post patch. This is a statistical anomaly. I feel someone is misleading the public here. If there is an important piece of the puzzle that we are not realising, then it is a piece that has been added along with publish 6. I realise this isn't your fault TH, but the numbers speak for themselves.
Thunderheart wrote:
Zox wrote:
Any chance of getting an official statement on whether or not the FSCS qualifications have been changed? Although it was stated that no changes would likely be made until publish 7, there are many many rumors and accusations of stealth nerfing be made on several threads throughout the forums.
It has NOT been changed, though there is an important piece of the puzzle that isn't realized by most players...
I may be able to post on that, but I dont know yet. I've lodged a request and thats the best I can do.
Yet another weekly roundtable with the same issues
1. BH DROID SPEED MASTER TAKES 10 MIN to report novice less than 3
2. BH DROID TRACKING of Jedi
3. Jedi Missions in General
4. No Defenses (Haven't tried the new foods yet)
5. Bounty Hunter Traps and Gadgets
New Thoughts / Issues
1. For Player Cities how about letting Master BH place a strucure (ie Spynet Operations Hub) that has informants
This would solvethree problems 1) more money for crafters, 2) make BH terminals in player cities useful and 3) Give some meaning to
the Master BH box
2. Player City Vehicle Garages ??? one of the first pictures you released haven't seen any though what sup with that?
3. Make more custominizg kits. (armor, clothes, furniture)
4. New schematics for image desingers (wall art, pictures, etc)
5. Was the idea of a /move furniture up or downcommand nerfed?
6. Does the /up command work to test center. Tried a couple of time with no luck.
7. I ve heard rumors of an interal power rating that the DEVS have given to each profession.
How is it calculated and can it be published
8. With the holocron craze that swept through the servers what is the population distribution look like now?
9. Will the GCW ever be about control of territory? I mean right outside of my PA hall is a imp faction base surrounded by rebel fusion generators. If one of the factions owns the land then the other faction shouldn't be able to build on it. Then there would be a reason to
fight the other side beside the personal body count gloating.
10. Kudos to the adopton of schematics as loot. Can we make faction armor and weapons similar. That way the crafters benefit and the faction items have more usefullnesses in this 80% resist Composite, Kryat Enhanced Weapon world we are in now.
11. Kudos to the new crackdown. It thrills my imperial soul to see stortropers in mass in the cities. It breaks my heart that they are all dead though. Some suttle adjustments seem to be in order.
Personal Gripes
1. I know that new content is sorely needed to keep the playerbase playing and the funds flowing. BUT the general feeling now is that fixing things like specials that dont work and other game breaking issues are taking a back seat to nerfing and the rush to add content.
My favorite example chargeshot 2 now is affected by the 30 KD timer which is fine except for the fact that it NEVER Knocks anything down let alone the multiple targets that the description says it should.
2. General lack of respect for the current timeline. Jedi have been allowed to flourish without the organic control of Bounty Hunters to the point that now there are more JEDI than ever woulld have been at this time. I know JEDI is the money class and the Bounty Hunters are the scum of the universe but come on. Now it may be already too late to keep the population low. This WILL be a GCW problem when Achor Head looks like the genosian area from episode 2. Lots of Jedi surrounded by bodies.
TH, All we want is some feedback and the truth. Is the system the same or is it different. Your first satement says its the same meaning nothing has been added or reducted from the process at all right? We need feedback.
I see stickies from you guys the DEVs that say "see we listen" We know you guys are reading this cant you just give us a clear cut anwser. We are not asking you to tell us how to open our slot, just if the method is the same.
Thunderheart wrote:
Cronuss wrote:
In light of the talk about smugglers lately with the crackdown issues, I would like to bring something up.
I think it would be a great addition to the profession if some unarmed skills were added to the dirty fighting line.
Unarmed skill is required to attain novice smuggler, but never used thereafter.
We could add in some cheap shots or something.. nothing too powerful, but stuff to add viability, RP, and fun!
Cronuss - - why do you not use unarmed? I'll see if anything can be done though.
Whrlwnd13 wrote:
Thanks for the response. Any ETA on a fix for the vehicle HP bug?
ASAP. Within the next couple of weeks...
Also, On the Borvo's Quest problem, I will look into it...