Development Cycle Archive
Thread: Weekly Roundtable Discussion (Week Ending 2-16-04)
Id like to know the reasoning on this.
Novice bouty hunter sends out a seeker.
It reports back in 3min or less.
Master Bounty Hunter sends out a seeker.
It reports back in 8-10 min.
Perhaps its a droid malfuction.
Can we get it
FIXED
Please.
Jedi Mission(s)
Now that you've taken the "sting" out of Jedi Death (and rightly so).
Can we please get the seekers fixed to track them.
Using the track and find feature allows for infinite seeker droid use.
Since publish seven is the "DROID INVASION" can we please put
the above droid issues to rest.
Yes, I have a number of thoughts here:
1) First, I hear that Angerian Fishak and Glazed Glucose are being eliminated from future production. Why? A chef revamp is great because there are new foods that help...but why must this come at the cost of older, useful items? Are there going to be new foods that do exactly the same thing as the ones that are getting cut? Basically it boils down to this: it makes no sense that a possible success is being introduced (the new foods), at the cost ofa guaranteed success (the old ones, which everyone knows sold well). It just seems that there is always a string attached to benefits, and this is yet another example (another one ismounts/vehicles, accompanied by a non-CH pet nerf).
2) This "grandfathering" with nerfs should really stop. If you improve something in a publish, it is understandable that existing items don't get auto-upgraded to the new version, because the new version is available to everyone. However, if you nerf something, you should apply the change to the existing version also, because it is not available to all. For example, Probot droids and FWG pistols (droids more so, because they do not automatically wear out with use like the guns). When "pre-nerf" items exist, there is an unfair disadvantage for new players. Another example would be these non-CH bio-eng pets with like 9K HAM bars...when this is fixed, it should apply to existing pets also. Yet another example is this building of "walls" of adjacent houses to fortify bases. When the bug allowing this exploit is fixed, existing walls should not be allowed to remain.
3) Item decay needs to go, at least if insurance was used. Not only were we promised this, but the vast majority of the player base has hated it before it was introduced and now. Shouldn't this be considered in future publishes, since so many players want this change? The dev team realizes the players hate it, and that it has hurt PvP, and yet it is staying? A faction point insurance system is not a substitute because it is time-based rather than event-based, and I have the feeling it will cost too much as well and end up not being used.
4) We still have a camping problem at loot drop points, and one of the easiest solutions would be to simply make more items craftable (reasonably). Skill-enhancing attachments, Nightsister poison lances and bracers, etc should be craftable, and we will see a lot less camping...provided that the schematics don't require a resource that stopped spawning months ago or one that only spawns with ridiculously rare frequency (or in too narrow a range of locations). Obviously, some things like krayt tissue are hard to craft, but if components that enhance weapons just as much can be crafted, then the camping will be diminished. Remember when everyone camped the DT facility? Friends became bitter toward each other and the greed was out of control. Nowadays it's not holocrons anymore (thank you for the Christmas present btw), but skill enhancers...yet the solution is available.
5) Please let us at least enter our OWN houses when TEFed. Granted, TEFs just last for five minutes now, but not being able to enter one's own house is inconveniencing and should be changed back to the way it was before. Yes, I know people like to cry camper about this, but think about it, each person only has so many lots.
6) Entering a structure while being attacked by an animal causes that animal to completely heal up. Umm this makes no sense whatsoever, please change it.
7) Attackable NPCs often spawn or walk into walls, making them unattackable. "You cannot see your target" is getting old...
8) Ticket collectors need to respond on the first click, rather than the third or fourth. I've missed quite a few shuttles this way...perhaps also, the shuttle wait time could be five minutes instead of ten?
What is this crap about only 150 items on a vendor? TH, can you please explain to me the logic of punishing people that actually stock their vendors? Why don't you implement something that will deal with vendors that are registered on the map but haven't had anything done with them for weeks on end? I'm tired of spending a few hours trying to find something and getting empty vendor after empty vendor.
And the random game freezing needs to stop also. It seemsyour attitude isthat since you stopped these lock-ups for the majority of the players, the rest of us can just bugger off. I have a Jedi that I don't even play because I'm afraid of dying from a game freeze.
My main issues at the moment are: -
1) Human secondary stats still bugged.
2) Buffs and foods are too powerful, they should be limited to doubling the base stats, not a point further.
3) High end armour is too good, resistance caps should be changed to 80% for special protection and 60% for effectiveness. This cap should also effect sliced armour as well.
4) Certain faction NPCs should have light armour rating, namely Stormtroopers, Rebel Commandos, Rebel SpecOps, etc.
5) More variety of weaponry and armour for the high end game. Add craftable faction armour schematics buyable from recruiters.
6) Imperial faction costs, change rank cost to be based on race and other faction items/pets/etc to be based on rank.
Wednesday Morning. The Forums say the publish is up. My launchpad downloaded files. My launchpad indicates "all servers are up"
No patch notes.
Servers are still "Loading..."
Thunderheart -
I have not seen any information on a few questions jedi have had.
1.) How is the current Crackdown going to affect the Jedi ?
2.) Are Jedi allowed to have structures transfered over to there 10 lots ?
Yeah Thunderheart,
Now that probably 1000's of people have opened their FS, can you guys maybe shed a little more light on jedi questions? I know you guys have to be tight lipped about some things but with the rise of jedi I think they deserve some answers and not just "there is a change coming"or "you will see". Thanks
Thunderheart wrote:
Taliskar wrote:
Hey Thunderheart,
With the recent crackdown there have been a number of posts dealing with PvP, "Forced PvP", and other such things. What I want to know is:
Is it the developers vision that players who join a faction arethen declared as PvP, or is there a PvE path (within either faction) for those of us who wish to follow it?
-Hyssthi
The change in PvP philosophy is a big issue and the devs are keeping a close eye on it. Im also watching the boards very closely. As it stands, it is a major shift and if it works, it stays. If it doesnt work, then it goes, but that decision will be made slowly and thoughtfully.
Keltorr wrote:
1) First, I hear that Angerian Fishak and Glazed Glucose are being eliminated from future production. Why? Are there going to be new foods that do exactly the same thing as the ones that are getting cut?
Website with new food info: http://www.gamekast.com/swg/foodtables.html
2) Another example would be these non-CH bio-eng pets with like 9K HAM bars...when this is fixed, it should apply to existing pets also.
From patch notes: Added invalid crafted pet checks back in. If invalid pet is found UI is displayed to try and "fix" pet to allow it to be callable again.
3) Item decay needs to go, at least if insurance was used. Not only were we promised this, but the vast majority of the player base has hated it before it was introduced and now. Shouldn't this be considered in future publishes, since so many players want this change? The dev team realizes the players hate it, and that it has hurt PvP, and yet it is staying? A faction point insurance system is not a substitute because it is time-based rather than event-based, and I have the feeling it will cost too much as well and end up not being used.
From patch notes:
PvP Death Penalty reduction: Faction deaths will no longer suffer 1% decay if items are insured after the player's death.
PvP Death Penalty reduction: PvP deaths will no longer cause items to un-insure after the player's death.
As for the rest...all valid points but not resolved as far as I know.