Development Cycle Archive

Thread: Weekly Roundtable Discussion (Week Ending 5-3-04)

Thunderheart
Mon Apr 26, 2004 3:02 pm
#1




Last Week'sThread:












Welcome to the Weekly Discussion Thread. This thread is for commenting on general live issues, asking questions and reporting known issues.



Some answers from last week's thread:






cshauny wrote:
Thunderheart, any word on when we are going to see the next sets of Wookiee armour?



JustG will be releasing a State of the Game letter some time this week and its part of his letter (I dont want to scoop him )








Malicious1 wrote:

TH you once took pity on this wookie and answered that crafting aprons for wookies would be looked at....well that time was a while ago with no attention paid,and no info given.




Please be patient. Its not just a matter of allowing Wookiees to wear the apron, the apron has to be created as a new art asset because Wookiees have a different skeleton than other playable races. This is something you can expect in an upcoming publish.





Jekkra wrote:

TH,


Are you aware of a certain Corellian Corvette exploit? Allowing players to blow through with ease?




Yes we are and it will be patch up soon.







Xindaxxia wrote:

Sorry if i've repeated myself here,bit new to forums posting.


Why can't we wear cloaks and dusters OVER the top of our armour, thats what I thought cloaks were for? To wear over the top NOT instead of our armour.





Well, we've talked about it, but it is currently a graphics limitiation since armor and dusters occupy the same outermost "layer".







Also on the bazaar vendors it has you can search for capes, butI have never seen any of these are they in the game? or are they going to be in the game?




They are not in the game at this time and there are no current plans to add capes.







What about speeder bike upgrades made by players to boost the speed of your vehicle further?



The current vehicle speeds are the fastest they can technologically travel.








SioBabble wrote:





taloncard wrote:
Can you fix the forums!!
I keep getting logged out while writeing posts, then have to log back in and re write whatI just wrote.






Really.


There seems to be a 10 minute or so "inactivity timeout" and preparing a post is not considered "activity" by this time.


I understand the need for inactivity timeouts, but it needs to be substantially longer, like 1 hour, minimum.I work with systems for a major telco (a baby bell successor company) and they allow at least that much timeout time on their web-based information and ordering systems.




Im pretty sure we extended the lithium time-outs to an hour late last week. I'll check again with the team to make sure that is on track.





Kurt "Thunderheart" Stangl
Community Relations Manager
AFHyper
Mon Apr 26, 2004 3:05 pm
#2

Quoted from this post:
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=308396&highlight=limit#M308396

Holocron wrote:

OK, here's what we are going to do in tomorrow's update:
You will get 75 items per lot, instead of 25, up to a max of 250 items per house.
No vendors nor their contents will count against the house limit.
Factory crates will count as 1 volume, not 5.
We realize this doesn't get you all the way back to where you were, but it should improve the situation. A fuller solution cannot be accomplished by the morning, which is why we're only going this far. We want to do as much as we can as quickly as we can.
There are other things that we can and will be doing, but they will take longer.
(Since I am sure someone will ask: why not just roll back the code? Because it was multiple integrations and changelists, and it'd be somewhat hairy. This is safer).

-Raph Koster
Chief Creative Officer,
Sony Online Entertainment
Also, ex-Creative Director of SWG


--------------------------------------------------------------------------------


I am going to make this short and to the point.

What is the "fuller solution" and when can we expect its implementation?
What "other things" are being done to help us out with housing storage?
Can you make some kind of statement to the community about what is being done?
Maybe you should get in contact with Raph Koster and see what he has to say about his statements.


Axiously awaiting your reply

Hyper

DVader539
Mon Apr 26, 2004 3:07 pm
#3

Updated from TH's reply two threads ago.


DVader539 wrote:


LLJK_Griz wrote:


Thunderheart wrote:


DVader539 wrote:

Here's a real, real, real simple fix for you.

Spraystick is supposed to be Acid damage
Tusken Rifle is supposed to be Kinetic damage
T21 is supposed to be Blast damage

The correspondents and I have looked at this many times. Sorry, but its not an easy change. Damage types have a relationship to damage and by changing the damage type, it also changes the damage modifiers (numbers) and throws them out of whack. This is something Im checking to see if we can address in the weapon balance part of the larger combat balance, but I don't know what the answer might be. And in any event, concentrating on these minor things before the weapon balance isn't productive. We'll want to look at things when the combat balance is on TC.

If that is true, then why did the Tusken start off as kinetic and then mysteriously change to another useless energy rifle around publish 4? Why has it taken this many months of weaponsmith and rifleman correspondents complaining before we got ANY response on this?

First off, thank you TH for a response to this issue. Before you read anything else in my response, please understand I am directing no anger at you, since I know you are only fielding the question, and are not responsible for the error nor ignoring the error.

With that said, LLJK_Griz makes a very valid point. If it's not an easy change, then how did the Tusken Rifle change it's damage type? If it was unintentional, then I'd like to meet the unlucky guy who by-mistake did the complex job of reprogramming it. If it was intentional, then I'd like to meet the doofus who went to all that complex work to screw up a weapon. Or is this a case of "if you had a dozen programmers sitting at a dozen terminals typing randomly, in twelve days they would reprogram a complex variable of this game"? of course that last one was a joke. I hope...

Finally, what bass-ackwards logic made the Dev team make a weapon's stats not variable-entry based? That being, a weapon's code is a string of numbers, each number representing a stat. Like 1=energy damage, 2=heat damage, 3=kinetic damage, etc. Then a seperate function takes certain numbers during a fight and puts them through an equation set to figure out damage and such. If the Dev team made it any more complex than that, then please hire my service of logical thinking. I'll sell you my services at a good price since I'd enjoy making this game better. (p.s. I'm serious.)




After discussing this with my fellow Riflepeople, the idea of the T21 being blast damage is debatable. But a very good point was made.

T21 ws only blast for a few days and IMHO it should stay energy cause a blast rifle would be overpowered for the stuff that is sposed to be what commandos are made for taking out.

However the fact that within a week the T21 was changed from Energy to Blast and back to Energy does show just how full of [balogna] old TH is with his responces to us idiots that play this game




Oh, then we got this little doozie last Friday...

Keldarin wrote:
I just went through the revision history of those weapons [spraystick, tusken rifle] and they have never had those damage [acid, kinetic] types.


Now, please... this is complete BS. If the Dev team has screwed up, please admit it. Don't treat us like morons and try half-arsed lies. My reply to this was...

First off, an article from bloodfin.org

ranged attacks generally do blast damage (unless the weapon is an acid rifle or lightning rifle - i expect some common sense here) ... however there are 2 guns which do kinetic damage - the tusken rifle and the striker pistol



And then a weaponsmith's guide from swgcraft.com

Q. What are the damage types for each weapon?
A.
Heat: EE3 Carbine, E11 Carbine, FWG5 Pistol
Cold: SG82 Rifle
Acid: DXR6 Carbine, DX2 Pistol
Stun: Tangle Pistol, Jawa Ion Rifle
Kinetic: Striker Pistol, Tusken Rifle
Energy: All others



And finally, the piece of evidence worth a thousand words from swgcener.com
A screenshot of a King Tusken Rifle with kinetic damage!


Proof that the Devs lie and the Tusken was kinetic!




Thunderheart wrote:

The answer is that it never was kinetic. If it ever was seen that way, it was some sort of odd bug. In the data tables themselves, they've never been listed that way.



Your "answer" is false. I cited three different sources in my original post that say the Tusken Rifle was Kinetic. Would you please care to prove those sources wrong before denying the claim in total? If you are indeed drawing your info from your data tables, then those data tables (that no one other than SOE employees have access to) are in conflict with several sources of info, including the players, which anyone can see and compare. I put out a small survey, and got minimal results, but the end result was that 9 out of 10 players who were around before the Tusken Rifle was changed from Kinetic remember the Tusken Rifle as Kinetic.
I'll be the first to admit, the sample of players I got was not enough to draw a good conclusion, but frankly it only adds to the mound of evidence I've gathered from verifiable sources. You only offer hearsay evidence.
And even if your data tables were correct, they are inconsistant with the system of the game. The parts that assemble the Tusken Rifle are ones that express that the rifle would be a slugthrower, a kinetic weapon. Not to mention according to Star Wars lore, which this game is loosely based upon, the Tusken Rifle is a slugthrower. Kinetic damage.

This is getting real old. I'd expect this behavior from a forum Troll or a immature pre-teen poster. Not a Dev. Please look at the facts and give a truthful answer.

"The Tusken Rifle not dealing kinetic damage is like the Devs deciding that TKM doesn't have enough damage types and therefore make the Vibroknuckler deal acid damage. It's wrong for oh so many reasons, despite the good intentions."



Click here for proof that the Devs hate Riflemen. And here's the kicker! (Seperate thread)
Making a controversial point: Ignored
Making a good controversial point: Locked
Making a great controversial point no one can argue: Thread Deleted
There are few things you can post, for everything else, there's a CSR waiting.

whiskyjar
Mon Apr 26, 2004 3:10 pm
#4

Bugs in NPC bases


My PA (on Infinity) tried to switch some NPC bases to Imperial the last few days. Of 4 attempts only 1 was successful due to bugs. The one that we switched (Imperial Encampment POI on Rori)continued to spawn rebel NPCs despite a successful switch.


The others were bugged differently.


Hyperdrive Facility on Rori - On the final terminal, we got error message " You are unable to see this object"


Detainment Center on Talus - Unable to initiate sequence because "Jam Uplink" from the radial menu had no effect (yes it wasa declared imp BH with inv 3)


Weapons Faciliy on Talus- there is no way to get down to the lower level, the lift has no up/down terminal.



I wish these bugs would be addressed. I have submitted /bug reports for each one.




Corbain
LuthianP
Mon Apr 26, 2004 3:10 pm
#5

When are BH's going to fixed? Or perhaps even better when is a dev going to visit the BH forum again and actaully post something constructive instead of all this it will be addressed in the combat rebalance publish, tanks is doing a great job etc etc. We are sick of hearing this we want answers and results not more lies and standard answers.
Shorym
Mon Apr 26, 2004 3:10 pm
#6

Can you tell us the real reason behind not changing the STARport wait times? Is it a technical issue? Immersive issue? Or just the fact that you have a plan for the GCW publish that is a ways off? I'm just trying to understand the reasoning is all.


Plans for the future often change, so I don't see why we should continue to wait until "something" might "eventually" happen to starports. Please let us travel faster... please? I think 5 minutes on them is a good compromise (who uses shuttleports anyway?)


Thank you.



------------------------------------------------------------------------------------------------------

Kevm
Mon Apr 26, 2004 3:14 pm
#7

Thunderheart:


Any response to the large number of threads by BE's concerning our 'Advanced Guide' from the Friday Feature 2 weeks ago, and the responses to your BE answer in you '19 Questions' post?


We've had numerous threads, posts, and unread PM's. Can we please get the attention you've shown to the Jedi FF and all complaints you had on the SEA FF? You've followed up with those complaints and questions (the Jedi even got multiple responses the same day you posted the FF). Why has it been over a week and we had not a single response by you?


For your reference:


Friday Feature post:

http://forums.station.sony.com/swg/board/message?board.id=game_guides&message.id=157323


Threads from the BE Forum:

http://forums.station.sony.com/swg/board/message?board.id=bio-engineer&message.id=66906

http://forums.station.sony.com/swg/board/message?board.id=bio-engineer&message.id=67674


Please do the right thing and answer the large number of BE's who have made comments to your posts.




Kreegan Lirpa
MBE - Cairdeas City - Wanderhome

Kreegan's BE Pets and Tissues - Cairdeas City, Naboo (7378 -6482)
Kreegan's Pet Meds - Right outside Coronet on the Map!
TakO_Paleae
Mon Apr 26, 2004 3:20 pm
#8

what is the latest on battelfields?
what was the resoning behind taking them down?
why couldnt you have left them up while you "revamped"them?

I am a citizen of Edge Noir, one of the few battlefield cities left alive. Cities that were built to use the battlefields. Shortly after player cities were initiated you removed battlefields and said you would return them in 3-4 months. That was January, its now nearing the end of april and no word whatsoever on battlefields.

while you "revamp" is there anyway we can have the old ones back?



EDGEEDGEEDGEEDGEEDGEEDGEE   -Tak'o Paleae - Executive Officer of EDGE
DGEEDGEEDGEEDGEEDGEEDGEED -Citizen of Edge Noir
GEEDGEEDGEEDGEEDGEEDGEEDG -Former home of the Rori Rumble
EEDGEEDGEEDGEEDGEEDGEEDGE How to mod music in SWG
EDGEEDGEEDGEEDGEEDGEEDGEE
DGEEDGEEDGEEDGEEDGEEDGEED
GEEDGEEDGEEDGEEDGEEDGEEDG

P.S. - this is what part of the alphabet would look like if Q and R were eliminated.
Zarathustra
Mon Apr 26, 2004 3:21 pm
#9

Thunderheart,


I noticed a lot of problems pulling missions over the weekend. I was trying to pull a mission West, and I find one that is the price range I want, and it says it's 1250 meters to the West. I grab the mission, and my wp is 500 meters to the NE?? This happened to me numerous times the past few days, and I've never seen it happen before. I /bug'd it, just bringing out to you attention as well.





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

MagusZDark
Mon Apr 26, 2004 3:22 pm
#10

When will you resolve the Jedi mission issue?
Ariven
Mon Apr 26, 2004 3:26 pm
#11

What about a revamp of the Bounty Hunter profession, like I suggested in my post here? If you revised how the bounty hunter profession was created, you would eliminate the complaints of the bounty hunters who are upset at the number of skill points that we use just to get a cookie cutter profession with very little customization.

Some of us want hand to hand based bounty hunters, some of us like pistols, some like carbines, some like rifles.. let us CHOOSE what we are based on.. It would eliminate the "lack of defenses" complaint, the "incapable of being effective in combat" complaint, the "we spend more points than any other class and are beat by people who spend considerably less" complaint.

At the very least, even if you dont like my idea, then please ELIMINATED scouting and all but the pistol and carbines branches from marksman. We dont get bounties on a Rancor or durni, so scouting is not relevant to what we do.. we hunt PEOPLE, people usually are in cities.. not the wild... if they run to the wilds and we WANT to be effective on foot long term in the wilds, let us make the choice to be scouts.. Free up our skill points to be a more complete and well rounded character..

Ffolks
Mon Apr 26, 2004 3:29 pm
#12




Jekkra wrote:
TH,
Are you aware of a certain Corellian Corvette exploit? Allowing players to blow through with ease?

Yes we are and it will be patch up soon.




Exploit!?!

Yet another example of them finding where people are having fun in the game and removing it.



Ffolks
- MBH since 11/03
- Master Carbineer
- Smugglers Alliance Pilot (4444)
Bria
raz1337
Mon Apr 26, 2004 3:34 pm
#13






Thunderheart wrote:






Jekkra wrote:


TH,


Are you aware of a certain Corellian Corvette exploit? Allowing players to blow through with ease?




Yes we are and it will be patch up soon.







I'm curious how you're going to fix this issue, a player with 80% energy composite, buffs and mediocre medical abilitiescan just run thru the destroy missions and finish it without killing a single thing.


One thing I've noticed in the neutral destroy mission is that the droids just refuse to aggro me, it's like they love me...


I've checked my factions, and I have -5000 corsec and +5000 rogue corsec,


There are areas of the neutral destroy mission where I've been aggro'd by corsecs, and areas where I wasn't aggro'd by corsecs.


There's also the bug where a player can target the terminal in the meeting room without even opening the door to it, and use the terminal to unlock the elevator.





Annoka Starkep ~~~~~~ Danielle Sevi


Jedi are like ants in an ant farm, you watch them work and play, and if one is being bad, you squish them
Page 1 of 12
Previous Next