Development Cycle Archive
Thread: Weekly Roundtable Discussion (Week Ending 4-12-04)
Last Week'sThread:
Welcome to the Weekly Discussion Thread. This thread is for commenting on general live issues, asking questions and reporting known issues.
What all will the upcoming combat revamp cover? Every point of combat, just a few points or what? And What can we expect from it? Less grinding? etc.
Thanks.
Bounty Hunter
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Tracking of ALL Jedi is impossible 'target is offline' yet they are online in buddylist and you can /tell them.
Adding to buddy list reveals they log on and off MANY times. (every 15mins) for just 20secs then log back on.
Bounty Hunter Missions
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Too many Bounty Hunter on each mission, perhaps limit the amount of BHs that can accept the mission, depending on the Jedi's level. Initiate - 3 BH, Padawan - 5, knight - 6, guardian - 7, master - no limit.
Armor holes are becoming more noticeable, or more hit in combat.
Jedi AFK Levelling in unreachable areas - What can be done ?
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.
Chief Creative Officer,
Sony Online Entertainment
Also, ex-Creative Director of SWG
TH, I understand that it's intended for stomachs not to empty on death. We would all like to understand the reasoning behind this, as we're having a little trouble understanding the logic.
Please don't ignore this. We would all love an explanation for this and we'll ask as many times as we have to.
DVader539 wrote:
LLJK_Griz wrote: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?
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 damageThe 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.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!
I'm really looking for more information about:
- The jedi revamp. I want reassurance that my progress towards the FSCS will be counted. If it won't, I want to know now so that I can quit right away (with the hologrinding that is).
- The combat balancing in publish 8.
Barrels for Chef still not giving anything over a 1* quantity modifier
Base defences - a mob entering a base area that attacks or is attacked by base defence/NPCs can cause the NPC's and base defences to attack each other
PLayer Faction Bases - terminals spawning inside walls making them inaccessible at vulnerability time.
PLayer Faction Bases - Line of site exists through floors and walls. One Combat Medic can poison and disease everyone in a base
Player Faction Bases - vulnerability window still shifting, albeit at a slower rate
Player Cities - City "tick" shifting (ours has moved by 2 days since cities came in)
Player Cities - players losing redidency even though they are active, or have been active in the last 2 weeks,
Mobs in caves etc only ever give one hide, meat or bone unless you can drag them outside
Crafting Experimentation - Hitting enter during an experimentation roll can cause an internal error. Afterwards you can only experiment by using double the experimentation points that you used in the error-inducing roll
Dantooine and Lok - extreme lag on busy servers, to the point that crafting actions for example take 30 secs each & bazaar can take 5mins to load. Little or no non-mission spawns
BH vs Jedi - Clone center camping and 3 incap death griefing due to Missions not expiring on 3rd incap death.
Vehicles still storing frequently when in use.
Ticket Collectors - still need to spam Use on tickets/collector or spam dclick to use a shuttle at most times.
Jedi - TEF remains when using a shuttle, we do not get 60 second immunity whilst loading.
Player Stomache - still at 45min digestion, whereas it was supposed to be 30mins
I'm sure I can think up more
Strikke wrote:Any word on a fix for those of us stuck at various points in the Krayt Skull Quest?To recap:I finished Borvo's Guard's missions.I finished Thale's missions.I took "Borvo's Money" to Borvo.Borvo said, "Good."After that Borvo would only say, "Next".Several 'fixes' later and all Borvo says is to go see his guards.His guards say to see Borvo if I'm through on Corellia (which I am) or to get busy on Corellia if I'm not finished there.Thale says to get busy.Huff and his guards tell me to get lost.I've been stuck here for nearly 6 months and would like a update.Thank you.
You can get the rifle as well by completing Victor Visalis' quest.
I can get it by killing a 300k HAM MOB? Ah, no thanks.
GenocideYtow wrote:
Strikke wrote:
Any word on a fix for those of us stuck at various points in the Krayt Skull Quest?
To recap:
I finished Borvo's Guard's missions.
I finished Thale's missions.
I took "Borvo's Money" to Borvo.
Borvo said, "Good."
After that Borvo would only say, "Next".
Several 'fixes' later and all Borvo says is to go see his guards.
His guards say to see Borvo if I'm through on Corellia (which I am) or to get busy on Corellia if I'm not finished there.
Thale says to get busy.
Huff and his guards tell me to get lost.
I've been stuck here for nearly 6 months and would like a update.
Thank you.
You can get the rifle as well by completing Victor Visalis' quest.
- It's silly, but harvester animations need to be fixed because they haven't moved for months.
- Large objects are being used to prevent players from entering faction HQs. (gungan head statue etc)
- Faction HQs merely blip anticlimacticly out of existence when the destruction timer hits 0, it would be nice if they had an explosion similair to the bunkers in the jabba themepark and act III quests.
- Turret & Covert Faction Scanner footprints are gigantic thus making them useless for defensive or offensive engagements since it is impossible to redeed.
- Since composite is the onlyarmor anyone uses regardless of faction, immersion levelsare very low.It is very important to the STAR WARS community that we get factional armor schematics that are just as protective.
- Combat Medic Mind Poison & Diseasestill remains the "I win" button in star wars galaxies. I need not say more.
Player Associations:
- There needs to be a /guildmotd command so that those recently signing in can see what is on the agenda for the day.
- Sponsoring a recruit for membership via the terminal should give them access to guildchat.This would cut down on buggy chat channel creation for raids and time consuming personalmessages to get the recruit involved.
Client issue: some users lose the description text on waypoints when those waypoints are activated.