Droid Engineer Archive
Thread: Droid Poll: Your top five issues (only 5, folks....really, really).
TheRealTK421 wrote:
I need to take the temperature of the DEs a bit to see where the larger / smaller issues are currently.
#2) Survey/Harvester Module
#3) Med Droid that heals when commanded by a CM/Doc
#4) Better Data Module waypoints storage/sorting, schematics storage/sorting.
#5) Make Droid Customization last longer.
I am not a DE, just a consumer.
1. Naming Humoid Droids
2. Deeds need to show Crafting stations
3. Surgical Droid Item Storage
4. Some kind of bonus for Master DE, ie more droids in datapad, another callable droid
5. We either need to be less reliable to Master Artisan Parts or more professions need to rely on us to build their products
2). Feature/Bug: Droid Usage Xp still doesn't work.
3). Feature: Ability to Name bipedal talking droids.
4). Feature: Droid names. Numbers would be nice.
5). Bug: Surgical Droid Item Storage.
1. Battle Droids (Sodan's Proposal)
2. /examine details need to reflect ALL stats and modules as well as the deed prior to generation
3. Storage in Med Droids
4. 2 droids for MDEs, only one combat at a time tho.
5. The components for the repair kits require resources that are too specific (on my server ATM i can not make one of the components due to a slow spawn)
1.) un-nerf droid armor
2.) list all modules in the droid deed examine window
3.) more droid chasis
4.) allow BLL's to hold multiple stacking storage modules. Ths would give them a max of 30.
5.) fix remaining bugs
- Feature change: We want the ability to have a droid out at the same time as a creature/faction pet. If it is impossible to allow this for combat droids for balance purposes, then do it for non-combat droids. Please implement a system that exempts droids which lack combat abilities from the "1 pet per player" rules. And please, if this is done, do it right and make is so that combat-capable droids that have no combat modules installed are classified as non-combat droids.
- Bug: The conversational interface for talking droids is broken. This includes the fact that some of the more basic commands cannot even be trained (e.g., store and group), and the fact that these droids cannot be named.
- Feature change: All abilities/stats of each droid component need to be displayed in the examine window. This includes droid deeds, cluster modules, etc.
- Bug: Experimentation is useless on all of our components except for "all the new stuff", the level based modules, and the final deeds. Please bring it in line with other professions and make it so that experimentation really matters across the board in some consistent fashion. It is nice that it works properly on the new stuff (the repair kits, etc.) but in truth, this fact will make the profession even more inconsistent and confusing for newbies to the profession, if the old stuff isn't brought in line.
- Feature change: We need one additional component that can fit into the armor module sockets. As it stands, because only one component type goes into these sockets, and all the best droids have two sockets, the high level armor modules are actually only needed for the low leveldroids (because on any high level droid two level 4's gives you max armor). Which is pretty darn silly if you think about it. If we had one more armor socket insertable component (a HAM augmentation component for example), then there would be meaningful tradeoffs to make when putting armor in our droids. As it stands, high level armor modules are pretty useless because of this issue, because very few customers care about the armor levels on the droids that take only one armor socket.
- Feature change: We want the ability to have a droid out at the same time as a creature/faction pet. If it is impossible to allow this for combat droids for balance purposes, then do it for non-combat droids. Please implement a system that exempts droids which lack combat abilities from the "1 pet per player" rules. And please, if this is done, do it right and make is so that combat-capable droids that have no combat modules installed are classified as non-combat droids.
- Bug: The conversational interface for talking droids is broken. This includes the fact that some of the more basic commands cannot even be trained (e.g., store and group), and the fact that these droids cannot be named.
- Feature change: All abilities/stats of each droid component need to be displayed in the examine window. This includes droid deeds, cluster modules, etc.
- Bug: Experimentation is useless on all of our components except for "all the new stuff", the level based modules, and the final deeds. Please bring it in line with other professions and make it so that experimentation really matters across the board in some consistent fashion. It is nice that it works properly on the new stuff (the repair kits, etc.) but in truth, this fact will make the profession even more inconsistent and confusing for newbies to the profession, if the old stuff isn't brought in line.
- Feature change: We need one additional component that can fit into the armor module sockets. As it stands, because only one component type goes into these sockets, and all the best droids have two sockets, the high level armor modules are actually only needed for the low leveldroids (because on any high level droid two level 4's gives you max armor). Which is pretty darn silly if you think about it. If we had one more armor socket insertable component (a HAM augmentation component for example), then there would be meaningful tradeoffs to make when putting armor in our droids. As it stands, high level armor modules are pretty useless because of this issue, because very few customers care about the armor levels on the droids that take only one armor socket.
2)Complexity of new subcomponants- Too many named resources, too many subcomponants in subcomponants. I can live with the new CCSCs but requiring a droid brain in each combat module and then ANOTHER brain in the CCSC? PLEASE cut us a little slack.
3)More utility- if droids aren't going to be high end combat buddies for quite a while, at least we should get more non combat versatility. The entertainer module and covert scanner cloak are good starts
4)More chassis- Advanced R3s are great because you can stack a ton of modules in them, but I'd like to see a wider variety of chasis with a more limited number of module slots. People can carry 5 droids, I'd like to sell 5 to each of my customers. The cooler and quirkier the chassis the better. Pit droids, RIC-920s, SP-4s, WA-7s, PK4s, etc... We'd sell more droids just on the bling value alone.
5)Call multiple droids- Allow DEs to call 2 droids at a time! I'd like to ba able to actually USE my repair droid's repair module and power droid's power features!
Bah - don't we have a bunch of SOE employees that are supposed to be keeping track of such things?
1) Answer: What is the purpose of the DE profession in the eyes of the SWG development team?
2) Answer: which 8 of the 10 top questions should be addressed by the release of Publish 7 and Publish 8?
3) BLL and 3PO droids == useless.
4) Power Droids need batteries. Come ON. I can run a house off a Power Core darn it!
5) DE is the only crafting class that makes such an optional product. Every other crafting class has checkers, they gave us some old broken dominoes instead.
1. Bug: Item storage doesn't work in surgical droids.
2. Bug: The droidsmith tool kit is virtually impossible to craft.
3. Bug: General Module socket clusterscan't fit in combat module socket cluster slots like they did pre-patch.
4. Feature change/add: All information about a droid needs to be shown when examining a deed.
5. Feature change/add: reduce complexity of droid combat modules
Edit: changed issue #5 since I knew it wasn't going to happen
Message Edited by JavelinCatcher on 04-02-2004 01:28 PM
1. Feature change/add: Hybrid DE Plan (Sodan's Proposal).
2. Maximum number of droids stored/called by DE's.
3. Droid maximum condition decay.
4. Bounty hunter droid infinite reuse bug.
5. Experimentation of droid components having no effect on the final product.