Droid Engineer Archive
Thread: Top 5 (& top 20) Droid Engineer Issues!! (04/14/04)
Great proposal, TK!
One little question I noticed on the first run-through... there is no mention of the "WTH?" situation with droid armor modules.
Sometimes what one doesn't say is more significant than what they do. Does this mean the armor rating zero issue is carved in stone? (Oh, the irony.) And we'll still need composite segments to make the level 5 and 6 modules?
There's going to be some adjustment to the combat modules to make them more effective (in relation to BE creatures). No exact ETA but I might think it would show up with Publish 8. So, the armor stays but the DPS could go up. A bit of a tradeoff but one that might well make sense in the long run.
Mightion wrote:
Great proposal, TK!
One little question I noticed on the first run-through... there is no mention of the "WTH?" situation with droid armor modules.
Sometimes what one doesn't say is more significant than what they do. Does this mean the armor rating zero issue is carved in stone? (Oh, the irony.) And we'll still need composite segments to make the level 5 and 6 modules?
A lot of that will be up to use find out where the ceiling is...
/bow
Respectfully,
The only consistent market are two things.
Doctors, seeking crafting and healing medical droids to help heal Jedi.
Bounty Hunters, looking for massive combat probots that can take a punch, well, at least 1 punch, from a lightsaber, and the standard BH droids otherwise.
Aside from these two, my shop sells tons of droid batteries, customization kits of vehicle and droid variety, and lots of the new repair and reconstruction kits. I also sell vehicles to boost sales occassionally.
Not everyone is doing what I'm doing. I have a single small shop, and tons of harvesters out, though they aren't enough to get all my needs met, I visit a mining camp for the rest. I'm a master DE, master artisan, master merchant, 0-0-0-1 architect.
In the last 2 days I sold 75 each of the BH seeker types, in stacks not crates. My only truly consistent market.
But I expected this, knowing their needs.
Every other droidsells very slowly. They really serve no purpose.
I still question the DEV reasoning when removing missions from data modules. Restoring the ability to carry 10 missions will hardly dent the economy, since there are vehicles now, these need to have that aspect restored to them. It was never an exploit.
A probot is only useful if it can survive the first hit of a Master Jedi. Otherwise, it's a waste of time and money for the Bounty Hunter. This means armor.
Looks good, yet another step in the right direction.
Do you have an idea of when me might see some feedback?
Oh, and you might want to mention droid decay, goes along with economics, you can hook that on via a one sentance rider on issue #3. Factors limiting droid lifespan are insignifigant esspecialy in non-combat droids, to insure repeat business and increased elasticity of products common in all other crafting professions excludeing Architect. some more prominant form of decay should be implemented.
Droid Engineer Top 5 (top 20) Issues
Organized by TheRealTK421
Updated: 4/14/04
Top 5 Fundamental Concerns/Issues:
1. Bugs. In the last top 5, Drashk said, “The bugs need to come first before any new content is added.” True...but some of what we call “bugs”, you consider gameplay requests or feature/droid changes (altering existing content). We run into some problems here since we can't tell what's a “bug” and what would actually be a gameplay or feature request. The best way to solve this is to look down Gorantoth's list and make up an official list (posted publicly, via Dev or Corr.) of what's what. Only then can we truly focus on bugs vs. gameplay/feature requests.
2. Droids don't matter enough in the game for them to truly be a 'gotta have' item. A ton of players don't know what droids 'do' cause they just aren't necessary for anything in the game. In SWG, a weapon or amor a good crafting tool are often "essential". In Star Wars movies/EU, droids were essential. This is what droids currently lack.
3. The droid combat market is currently limited/gimped (which hurts DEs a ton in such a combat-centric game). This is the "We want more/better combat droids" concern. Since this issue/change revolves squarely around CL10+ droids, the Devs need to work with us (the state of the DE boards not withstanding) to get those designed 'on paper' ASAP.
4. Yet more profession modules (combat / utility, either...it's all good). The Devs need to come to us with a list from which to pick (based on the big list I've posted already on the Corr. boards). We have fielded a ton of ideas and suggestions. Now it's time for the Dev team to go over the big list and tell us what is or is not ever possible within that list.
5. Mo' betta droid AI , personalities (talk more, etc.) and 'environmental presense'. DEs and non-DEs alike seem to want droids that behave more like we saw in the movies. They think for themselves, they interact....they 'live'. There are certainly technological bounds on what's possible here but I'd have to think that much better Personality chips is a great place to start. From there, I'm sure there are many great options on how this can be done. The larger issue is that droids do not seem to take on a 'life' as we'd expect from a Star Wars droid.
Note: On all of the issues above, the DEs overwhelmingly request more direct Dev input and guidance. We want to help you help us...but we cannot do that in the absense of a 'gameplan' on how to proceed when building our proposed changes and ideas. Plain and simple.
Specific feature, bug or gameplay issues:
Note: The list below was generated via vote tallying of my "Top 5" sticky (found now in the Publish 7 "Hot Topics!" sticky)...only. It appears to match the overall 'issues' that are expressed by DEs and non-DEs, currently.
1. Droid deeds, and all examine/inventory windows, display all installed modules, armor, personalities, stats, etc. Everything. All the time. (fixed in Publish 8?)
2. Conversational droids cannot be named.
3. Item storage doesn't work in surgical droids.
4. More craftable chassis types.
5. Calling 2 droids at MDE: 1 combat, 1 utility or 2 utility.
6. Increased number of droids allowed in datapad at Master DE.
7. The droidsmith tool kit can not be crafted because the required component was removed in August. (fixed in Publish 8?)
8. Decay rates vis a vis vitality (i.e. method for implementing better repeat sales via decay).
9. Droid naming filter changed to allow for numbers/symbols in names.
10. Power droids – no batteries....ever.
11. Allow higher item storage (or other unique/special function) for BLLs.
12. Repair modules do not work in any astromech (R-series droid) that was tamed before P7.
(Note: Reprogramming this command should allow it to work again, so no bug fix should be required yet.)
13. Alter Combat Cluster slots to accept General Module Socket Clusters.
14. MDEs can redeed droids and/or alter existing models.
15. Seeker droid 'infinite use' bug – Seekers are never fully used and can last forever. (fixed in Publish 7?)
16. Too many subcomponents require for some parts (CCSCs, combat modules, etc.).
17. Data modules storing waypoints (non-mission or set mission-limited).
18. Some other module/amor type (buff) used in armor slots.
19. DE loot schematics for 'buffed' components (20-30 item storage, better med rating, etc.)
20. Better organization for different parts (“Droid components”) in the “Droid” area when crafting.
Edit: Add the areas in yellow (04/14/04)
/bow
Respectfully,
Message Edited by TheRealTK421 on 04-14-2004 08:11 AM
Now I am not a DE and will def be the first to admit it.
I do find it to be a poor decision to have a creature that is made of steel and plastic do less and take less damage than a creature of flesh and blood. At master DE you cannot pull out more than one droid? How so that compare to master CH? I like my combat droids if anything more for strictly entertainment than real combat. Special attacks should find a way to be intergrated into droids. Maybe a master WS can help make the modules if needed. Master DE's should be able to pull out several combat droids at the some time. I would love to see a master out hunting with 4 probots at his side. Is it not only fair as master CH's can have some truly interesting monsters out and about. Now I do profess my ignorance, but this is what I would like to see.
1) Have optional components for Comat modules for special attacks (made by different class ala BE tissues for CH's) Each enhanced module increase potency for specials. Maybe like 15% per module (ie 6 enhanced combat modules will make 90% potency)
2) Make some uber droids for DE's. bottom line you guys sacrafice enough skill points and you really need some way to compensate.
3) Use the same method that CH's have for calling out multiple pets as in total number of levels. Something like 50 at master. That way at least you can do some fair damage either way.
4) In personality chips why not create a true healer droid. One that can either auto heal it's master for 20-75 points damage, but not too strong as to offset the need for doctors and medics.... just enough to give an edge in hunting.
DE profession has always had great potential. The only problem with the word potential is it implies something not achieved.
I'll be darned, TK. The repair module on my R3 works again, after I reprogrammed it to "Fix" instead of "Repair". It never occured to me to reprogram it to a different word. Odd.
Same with my R2.
Do multiple crafting stations now work? Am I able to do an R3 with all 4 crafting stations & a data storage module?
Are there any combinations of (anything) that does not work?
TheRealTK421 wrote:
1. Droid deeds, and all examine/inventory windows, display all installed modules, armor, personalities, stats, etc. Everything. All the time. (fixed in Publish 8?)
About time they fixed this one.
7. The droidsmith tool kit can not be crafted because the required component was removed in August. (fixed in Publish 8?)
Happy to see this fix go in quickly.
12. Repair modules do not work in any astromech (R-series droid) that was tamed before P7.
(Note: Reprogramming this command should allow it to work again, so no bug fix should be required yet.)
Has this been verified? Unfortunately I can't test this as I don't have a pre-pub R-series.
15. Seeker droid 'infinite use' bug – Seekers are never fully used and can last forever. (fixed in Publish 7?)
Last I heard from the BH camp, this was still in effect after Pub 7.
/bow
Gorantoth wrote:
TheRealTK421 wrote:
1. Droid deeds, and all examine/inventory windows, display all installed modules, armor, personalities, stats, etc. Everything. All the time. (fixed in Publish 8?)
About time they fixed this one.
Yea, it's gonna take a bit of time to ensure that this is all 100% there. I know that crafting stations, CH modules, Trap modules and Med modules are all showing...thus far. Getting this checked off the list for good will take some more time though.
7. The droidsmith tool kit can not be crafted because the required component was removed in August. (fixed in Publish 8?)
Happy to see this fix go in quickly.
Indeed...it seems they got ALL over this. It was issue put forth both by me and by the Tailor Corr.
I don't know what the 'fix' was yet...but as soon as I know, I'll get that info out.
12. Repair modules do not work in any astromech (R-series droid) that was tamed before P7.
(Note: Reprogramming this command should allow it to work again, so no bug fix should be required yet.)
Has this been verified? Unfortunately I can't test this as I don't have a pre-pub R-series.
I've heard this enough to think that it IS a real fix. I would say we need a few more confirmations that this does solve things. If that's so, I can pull it from the list entirely, I think.
15. Seeker droid 'infinite use' bug – Seekers are never fully used and can last forever. (fixed in Publish 7?)
Last I heard from the BH camp, this was still in effect after Pub 7.
Yes, same here. Not sure where this stands but I'll bring it up again (since it was supposed to be fixed with P7).
Respectfully,
Request for consideration:
1) Battery slots for droids. If I can put 1 million units of mixed stacks of aluminum, steel, radioactives, and raw meat in a droid with the right storage module, I think we aren't asking for much for droids to have a slot in which you can place a single battery which would extend the recharge by the number of charges on the battery.
2) Add the following slash command: /rechargeDroid
Thank you for considering these.