Development Cycle Archive

Thread: Weekly Roundtable Discussion (Week Ending 2-9-04)

Thunderheart
Mon Feb 02, 2004 11:16 am
#1





Last Week'sThread:





http://forums.station.sony.com/swg/board/message?board.id=in_live&message.id=2232



Welcome to the Weekly Discussion Thread.


I hope everyone had a great weekend



Some answers...





JoahSaett wrote:
The discussions on Stacking Defences seem to be an all or nothing issue. I do understand that balance is nessasary, but why not try hit a middle ground and spread ALL defence and state bonuses in a class throughout the four trees. This was done with the creature levels of the Creature Handler Profession, and I think it was a good fix for that problem, and it may work as well for this problem.

People who wish to play purely combat oriented classes should benefit from it over a person who is a Combat/Crafter (for instance).




A middle ground is being established...
I spoke of the pain of the Combat Balance in my "Art of Combat" post - - we are in that painful phase now.


The big challenge will be to think of professions as they should be and not as they are and to post those ideas in the "Combat roles" posts in In-Concept.






8. Lamps on floors. Yeah because we can't move them up and I am too poor for a large house with stairs.



Move up/move down abilities should be available in Publish 7.





AynRand wrote:

Please add a way to auto-split loot in a group!







Slotho_Vike wrote:

It is nice to see so much red response, TH. Even ifsome of usdisagree with you, we do appreciate your time.


I just have one simple question. Are "/group" commands such as /group notify loot item, /group notify incapp, group notify death, etc...going to be fixed? "/group notify credits" works automatically.


The lack of an indicationas towho is lootingand what they received seems like a fairly big flaw in group play.




Thanks


Group loot will be working in Publish 6.





Kurt "Thunderheart" Stangl
Community Relations Manager
Zarathustra
Mon Feb 02, 2004 11:19 am
#2

TH, in response to the Friday Feature last week, it says that Sliced Weapons and Armor will be among the searched items in the Imperial Crackdown. Is there any intent at all for something when you display an item to tell us if the item is sliced or not? It seems like you can tell when it has been since you can search for it, so the data is there, but there is no way a consumer knows what they are buying. We've been asking this since the first month of release, please tell us this is going in as well.



~Zarathustra~
~~Founder of Zaracorp Weapons~~
~Etheara Greame~
4/4/4/4
~~~Dark Jedi~~~

Yeraze
Mon Feb 02, 2004 11:23 am
#3

Any info on how the up/down will work? Will it be a "/moveFurniture up 1" type command? Or will there be true collision detection between objects so we can actually set something ON a table, instead of floating in space conveniently above a table?



Rebel Colonel Date Sunrunner
RAID Elder
Master Squad Leader - The True Jedi of SWG.
Master Carbineer
Master Alliance Pilot
Lycantha
Mon Feb 02, 2004 11:24 am
#4

I am curious about one thing.. how do you balance or change a thing that has never worked, and therefore never tested.


I'm a Master Carbineer. I would dearly love to see how it "balanced" or what its role could be if our specials actually worked.


I have stayed with it for so long. I guess just hoping one time to chargeshot 2 and see it work.



Lasai Bilof
Mercenary
Master Carbineer Since November 03
Ronin


Strikke
Mon Feb 02, 2004 11:24 am
#5

TH, since the Huff Darklighter quest (ie, the Krayt Skull Quest) is having its loot 'upgraded' will there be a reset on it?


I'm still gated between the Thale and Borvo missions (I gave Borvo the briefcase back in October, he wouldn't give me missions and he didn't give me Darklighter's gun, and I can't get another briefcase from Thale) and I really don't see why I should have to pay half-a-million credits to get a Krayt Skull (which others can get for a small investment of time and travel fees), just because of some bugs that weren't fixed properly.




Bloodfin: Dakkor Lightrunner - Adventurer - (Here, There, Everywhere)

Starsider: Heph Starstrider - Master Weaponsmith : Fencer - (Location Classified)

Nerj
Mon Feb 02, 2004 11:25 am
#6






Thunderheart wrote:





The big challenge will be to think of professions as they should be and not as they are and to post those ideas in the "Combat roles" posts in In-Concept.




What make the challenge big is that there is NO info on what is happening. A number of us can think of "what should be" but, that is going to vary from person to person, with most wanting uberness for their own prof.


What is in the works would at least gives us a framework.



Valcyn - Master Marksman Master Commando, Master Smuggler From Tiggs: -- Two words -- Bring it!

WE WILL NOT TIRE, WE WILL NOT FALTER, AND WE WILL NOT FAIL

Killermuppet
Mon Feb 02, 2004 11:25 am
#7

Has any information come down from the mountain in reference to the Friday meeting to decide what will happen during the droid invasion? Also any information what will be included in Publish 6, 7 or 8?





Priss Asagiri
Master Droid Engineer / Novice Musician
Flurry / Kaadara

A look can be Decieving,
A touch can be Lethal.
rufus102
Mon Feb 02, 2004 11:28 am
#8

Why don't you answer all questions?

Where is the known issues list? I'm tired of being adversely affected by something and THEN being told it is a known issue, by CSRs.

Why does my datapad continually fail to show any data, forcing me to log off?

Why do I keep getting "Too many commands queued" looping, when all I'm doing is clicking on a crate in my inventory? (No macro running) - again, forcing me to log off.



-----------------------------
Bring back Holocron - at least he was HONEST.

This new "communication" is ruining the game.
KzinKiller
Mon Feb 02, 2004 11:31 am
#9

The lack of a current and well-edited Known Issues page is a continuing embarassment to the CS organization ...




*
The significant problems we face cannot be solved at the same level of thinking we were at when we created them
Albert Einstein

CU-1 ... CU-2 ... CUL8R
Mackle
Mon Feb 02, 2004 11:33 am
#10






Thunderheart wrote:

Move up/move down abilities should be available in Publish 7





Woohoo! That is good news. I can't wait to finally turn those little small rooms at the back of my house into an office.


Although I still think you could have just made craftable portable stairs that we could have used to decorate our houses.


On a completely different note, is there any chance an Unarmed special move or two will be added for the Smuggler profession? I think a nice "Throatpunch" or "Cheap Shot"unarmed special right atop the Underworld tree would be perfect.





_________________________________________________________________

Gabok Aikido, Unconventional Businessman v Master Smuggler - Nabubu City, Naboo
"Hokey patches and broken promises are no match for a trusty Smuggler Revamp at your side, kid."




Sketh
Mon Feb 02, 2004 11:34 am
#11

A little bit about ballance here in relation to non-combat professions.


Right now, all crafting classes except Droid Engineers make a variety of goods that appeals to a large slice of the game population. Many of these classes provide "extra checkers" to the players that use them. In addition, there are non-combat classes that provide "extra checkers" to the players that are given these buffs.


Lets take a look:

Architects - houses, harvestors, and furniture. There are no combat bonuses here, but there is a very nice profit margin. To participate in a player city, you must have a house - to be a crafter, it is very helpful to be able to mine your own resources.


Armor Smith - An armor smith can make a wide variety of armor. This is definitely combat related. At high level, the armor smith can make armor - wearable by anyone - that adds one heck of an edge. I would say that this class provides extra checkers that are paid for with credits alone. The Armor Smith sells to a huge percentage of the population - people don't wear armor all the time, but most at least have a suit or two for special occasions.


Weapon Smith - Once again, the weapon smith is a checker provider. You have all the certs for any given gun you need at the novice level (except in commando). So, for a few extra credits, you can go to a weapon smith and buy some extra checkers - not for skill points, but for credits. The weapon smith sells to just about everyone in the game. In addition, skill tapes can be added - this is definitely skill enhancing extra checkers without skill points spent.


Tailor - Well, the tailor has a huge market - almost everyone in the game likes to have some cloths. They don't add any extra checkers - oh, wait, skill tapes here, too. So, even the tailor adds extra checkers without skill points.


Bio Engineer - The Bio Engineer finally got the love that they deserve. The non-CH pets and the skill enhancers are great extra checkers that they can provide. Anyone can go to the BE and get some extra checkers - and many do. Their best CL10 pets are better than the CH CL10 pets and put the probot to shame.


Medics - Doctor buffs are extremely powerful, and are definitely extra checkers. Nuf said.


Smugglers - Spice and slices - things that are going to take a hit under the imperial crackdown - are still extra checkers. True, there is now a penalty for them, but still, checkers they are.


Chefs - I think it is great that Chef's got the love that they deserve - now they can make extra checkers, too. And not just HAM enhancing checkers, but checkers that increase skills. Do you have to have the Gourmand profession to eat the food? Nope. Just some credits, and the chef has to work harder to get the resources now.


Entertainers - Two words: mind buffs. Extra checkers and some nice conversation in a cantina for the cost of some credits.


So, what does this leave us in terms on non-combat professions? Image designers, and ... Droid Engineers. While Image Designers don't have a lot of market, at least at some point, everyone has a use for them.


Thunderheart, you have stated that Droid Engieners cannot give players extra checkers. Yet DE's are one of only two non-combat classes that cannot do so.


I would like to hear an explanation of why this is.





______________________________________

Sketh Rial - Acting CEO CGZ Enterprises - Trade Minister for Riverveil
Master Droid Engineer - Master Artisan - Propagandist - Novice Carboneer
Visit Sketh's House of Droids (Tent) -3814, -1683 Riverveil, Corellia, Chilastra
Droid Owner's Manual - Version 4
Tal-N
Mon Feb 02, 2004 11:34 am
#12

Well I'd say the only really good thing I'm looking forwards too the fact I can decorate my house properly now, too bad it's another 2 publishes away





Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

TheBlur
Mon Feb 02, 2004 11:34 am
#13

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