Development Cycle Archive
Thread: Publish 8.2 Feedback: Death Watch Bunker
I just spent two hours in the DWB (didn't die) and came away with nothing but decayed armor. Adding NPC's at a static location is not content and the fundamental problem with this game and this bunkeris LOOT. Why should I spend 5-10 minutes killing a Super Battle Droid when I get nothing for it except decay.
The Death Watch Bunker has potential, however, the spawn rates are too high, clear a room and it respawns again in minutes. Not only is it unrealistic but it's also not fun to fight the same things over and over again in the same spot.
yarble wrote:
oh one more thing. asides from the whine factor, why is mandolorian armor reserved for only commandos and bh's. arent mandolorians mercenaries???? no one else gets profession specific armor. if someone gets through this dungeon, i think it gives them the right ot wear it. dont you??????
Mandalorian Armor can be worn by Master Commandos, Master Bounty Hunters, Master Rangers and Master Squad Leaders.
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Runesabre
Lead Designer
Star Wars Galaxies
Except Master Commando/BH/Ranger/Squad Leader wookiees. Other than xp and the jetpack, what is the "risk vs. reward" that makes the Bunker attractive to wookiees? As with every other theme park, 9/10ths of the rewards are unusable to this PLAYER CHARACTER race. The typical moron answer will be "oh wookiees can't wear BH armor!". That's not the point.Every other PC race can use almost every loot item out there, wookiees since this game started get the stinky end of the stick everytime. The typical Dev response will be "creating new species specific loot is Art Team intensive", ie not worth it. The bunker, as the Geo dungeon, will be lost on me as I can care less about these "added features"...![]()
Hmm...well I think my feelings have already been covered in this thread. What really pisses me off,thoughis that nothing will change, partly because the devs dont like to admit they are wrong and partly because they really dont care muchfor forum members' opinion. If they did, they would have delayed the launch or atleast change the spawns/bugs a bit (Has been covered in TC for a while now). This dungeon is not evenfor the top 5%, its for the top 0.1%
P.S is the elusive 5th component for the Jetpack even lootable...or is it still bugged
sure keeping mando armor rare is probably for the best...but rare is one thing...impossible is another.
new content should be fun, and for more than just the best template stackers, or powergamers that will undoubtedly still find a way to solo the cave.
yes, eventually there will be some powergamer that comes along and finds some way or another to kill things lots of things that the devs never intended to be killed solo in the cave...there always will be, it doesn't matter what you do as a dev, or how hard you try, you cannot stop this from happening...ever...so stop trying as the only thing that is accomplished is making the game less and less fun for anyone but the power gamers.
that being said, ignore those few power gamers that do this...if they want to do it fine, they can have their fun their way, and it won't last for more than a week or two till they get bored and start demanding something new to do...
want to make that death watch bunker more fun...take out the SBD's and BD's until maybe 1/2 way into the cave...it still remains very difficult...but at least the casual gamers can see the first room without needing to bribe a group of jedi for protection...hmmm wait even the jedi may not go there since death for them is so costly.
the other prevailing issue of the bunker is lag...lots and lots of lag...unless you have a top of the line video card, lots and lots of ram and a good processor...well it just isn't fun to get lagged, and 5 minutes later see the little window asking you where you want to clone.
choke points have their uses...but having that many in 1 dungeon is like making the corvette limited to 1 instance per faction...its really going to cause a lot of in game fighting...and a lot more work for CSR's to handle heated player interactions.
so basically the whole point of the bunker is to reward the rich, hardcore powergamers...while the other 90% of the player base might go there once or twice before never giving it a second thought. any dev care to comment on exactly what type of player this dungeon was supposed to be for...no software, game or otherwise is ever developed without a target end-user...who was this dungeon intended for...
My advice for this place is to wait. Wait for the crowds to thin out, wait for people to get bored, wait for the best possible time to go in there with a clear objective. This is not a one stop shopping dungeon. You will need to go back multiple times in order to reap the benefits.
On Difficulty: There is precious little that is in the game for the people up at the top. More than enough content exists for those not in the one percentile that is likely to be the target for thisplace (read: Still 3,000+ customers). Now, I'm with some people in saying that this place may be too difficult, however, I never expected it to be anything less.
Two things I would change:
- Respawn timers - SBDs need to be on a 15 minute timer, minimum. BDs need to be 10, minimum. Everything else can stay the same. This will still give a healthy challenge, especially since the SBDs are everywhere, and it will give people time to move around a little, while still keeping a challenge in place for those people that come behind.
- Funneling - There is a not so niceword that EQ vets call this, and the first four letters are another term for rooster. It's a really crappy way to do things and you won't find too many people who will agree to this type of gameplay mechanic. Introduce a two minute window of opportunity once the key is used to get past a door which will allow everyone through. After that two minute window is up, no one is allowed through until another key is gotten and used. This will have an effect of allowing anyone who is at that stage of the dungeon to get through without to much hassle, while still keeping a bit of control as to who is going through.
I have to agree with people the HAMS are way to high and the spawn rates are way too high if a commando masters his proffession then he should be able to walk through the bunker, ever since the nerf on krayts the Dev's have been super ham crazy, i must say this game is becoming subscriber unfreindly,franckly do the Dev's even care what we think?, I am not balling or crying, it is just i am a armorsmith And i will never help anyone EVER,get thier armor TOO many dangers and CRAP time limits.The dungeons are designed well,but the Enemy's Are a super Joke, wait where is superman when u need him.
Takme of Corbantis
In the game for a long time ...........
Trayson_Antilles wrote:
My advice for this place is to wait. Wait for the crowds to thin out, wait for people to get bored, wait for the best possible time to go in there with a clear objective. This is not a one stop shopping dungeon. You will need to go back multiple times in order to reap the benefits.
On Difficulty: There is precious little that is in the game for the people up at the top. More than enough content exists for those not in the one percentile that is likely to be the target for thisplace (read: Still 3,000+ customers). Now, I'm with some people in saying that this place may be too difficult, however, I never expected it to be anything less.
Two things I would change:
- Respawn timers - SBDs need to be on a 15 minute timer, minimum. BDs need to be 10, minimum. Everything else can stay the same. This will still give a healthy challenge, especially since the SBDs are everywhere, and it will give people time to move around a little, while still keeping a challenge in place for those people that come behind.
- Funneling - There is a not so niceword that EQ vets call this, and the first four letters are another term for rooster. It's a really crappy way to do things and you won't find too many people who will agree to this type of gameplay mechanic. Introduce a two minute window of opportunity once the key is used to get past a door which will allow everyone through. After that two minute window is up, no one is allowed through until another key is gotten and used. This will have an effect of allowing anyone who is at that stage of the dungeon to get through without to much hassle, while still keeping a bit of control as to who is going through.
May I ask why you think that the 90% of us not at the top combat professions don't deserve new content? Why should I have nothing new to do in the game just because I'm not playing the template of the month? I have done all the old existing easy content, does that mean I'm SOL because I'm not uber? So please tell me, am I supposed to just live with nothing new to do while you and the other top end fighters have fun exploring all the new content?
I'm not liking the direction the Devs are taking this game.