Droid Engineer Archive

Thread: Some Major items cued up for Publish 7

Drashk
Thu Feb 19, 2004 6:27 pm
#14





Gribnitz wrote:


Drashk, can you ask them if they can make the talkie droids a little more interactive ? The only time they seem to talk now is during programming and during combat (or so I have heard).


Can't they add in new stimuli failry easily to get them to act like a "living" companion and give them some personality ?




Its all about development time. There is only a finite amount of time that the DEVs can devote to any given issue and still get around to hitting 32 different professions. The DEVs really are putting in a lot of time on DE issues, however there is only so much that can be done in the timeframe that they have. I would love to see more interaction from Humanoid droids, but if that interaction came at the price of losing a new module, would it be worth it? That is one of the biggest things that everyone needs to take into consideration when asking for X item. Would X item be worth adding if Y item is dropped from the Development plan....







Making SWG more Star Warsy. One droid at a time.
Sodan-droiddreamer
Thu Feb 19, 2004 6:45 pm
#15






fantoq wrote:





Sodan-droiddreamer wrote:

Drashky,


Any word on new droid chassis? Seems a bit odd that CHs keep getting new pets but DEs ain't gotten squat in the chassis department since the last beta.








To clarify from the CH perspective, we're not getting new pets, simply adding a mount module to two existing pets. For those few that still use mounts.



Thanks for this clarification, really. More sales for you while none for usis the point. W-T-F?




Sodan Droiddreamer (GEGN)
Sodan's Exotic Droidgarten - In Bohemian Grove (Geigen Shuttle), Tatooine (6156 7275)
StrayCat1212
Thu Feb 19, 2004 6:51 pm
#16






Experimentation Resource Quality: Crafting experimentation has been enhanced so that the amount of change that each experimentation point will affect an item attribute will now be calculated by the maximum value for the item. Therefore, regardless of the quality of resources used, each experimentation point will affect the attribute by the same amount. Now, the maximum value upon which a resource attribute is allowed to be experimented is affected by the quality of resources used. This will have a much more noticeable effect on the crafting experimentation process, making it more interesting, challenging and easier to understand. This will noticeably reduce the effectiveness of experimenting with low quality resources by all players. However, this will give master crafters more of an advantage over less skilled crafters, as they have more experimentation points to use, and will be more likely to produce an item with maximum attributes.





I don't get this part. It does not sound any different than what we have now. If the quality of the resources sets the maximum cap at how "good" you could make an item, then the current system of a "master crafter" having more experimentation points to get to that cap vs the "novice crafter" who has less experimentation points works exactly like described above. Sounds like they are mucking with the system and it AIN'T broke.


Now, if the quality of the resources controls how much you actually increase the stat by per experimentation point, I can maybe see a difference in qualities according to A) how many points you have available and B) the quality of your resources. Thus maybe coming up with the scenario that "novice crafter" may have perfect resources and "master crafter" has crap resources and the previous comes out with a better, if not equivalent, item. But if the "master crafter" got a hold of the perfect resource, then there should be no cap as to how effective that stat can be.


I think the cap of effectiveness depending on some certain combination of resource stats drags this crafting system down. There is no satisfaction on getting an Amazing Success if you cannot push the product beyond its programming because of the resources. Might as well make it all linear and make it so that resources A and B combine to make cookie-cutter item C.



Owee's General Store {Miratos Immortalis} - Master Droid Engineer
Naboo: +324, -4841. From any shuttle/starport on Naboo, take a shuttle to the metropolis Tal Valor. My vendor is in the -IM- Headquarters, west of the shuttleport.
Better business thru better advertising.
StrayCat1212
Thu Feb 19, 2004 7:10 pm
#17






Kollos wrote:





Drashk wrote:


Experimentation Resource Quality: Crafting experimentation has been enhanced so that the amount of change that each experimentation point will affect an item attribute will now be calculated by the maximum value for the item. Therefore, regardless of the quality of resources used, each experimentation point will affect the attribute by the same amount. Now, the maximum value upon which a resource attribute is allowed to be experimented is affected by the quality of resources used. This will have a much more noticeable effect on the crafting experimentation process, making it more interesting, challenging and easier to understand. This will noticeably reduce the effectiveness of experimenting with low quality resources by all players. However, this will give master crafters more of an advantage over less skilled crafters, as they have more experimentation points to use, and will be more likely to produce an item with maximum attributes.






Is anyone else totally baffled by what this is trying to say?Aren't the 2nd and 3rd sentences reversed with respect to current functionality?


Currently, a "great" result increases the result by 7% per experimentation point used (subject to the maximum) regardless of the resources used to craft the item. Which is exactly what the 2nd sentence says it's going to be changed to, isn't it?


It sounds to me like what they trying to move toward is a system where each experimentation point is worth, for example, 10% of the experimentable range instead of a fixed amount. Since non-Masters will not have 10 experimentation points, they will no longer be able to experiment items crafted with low(er) quality resources up to their maximum potential. Not that it matters, since items crafted with low(er) quality resources are practically unsellable anyway.


It also sounds like a nerf to all crafters. For example, if I wish to craft an item that has 2 attributes that I wish to experiment, I know that I do not have sufficient experimentation points to max them both out so I can use lesser-quality resources and not waste potential. Under the new system, if I am interpreting it correctly, I would have to use the best possible resources in order to get the best results out of my experimentation points even though I would know going in that I could not possibly use those resources to their fullest potential.


Am I misinterpreting something?







Oh, it will most certainly be a nerf. You will have to use better resources just to reach the level you are at now. Why? Cause now instead of only Malleability controlling the risk (read:chance of whatkind of success/failure you get), but now you have the OE(Overall Effectiveness rating) also controlling how much of a boost that Great Success or Amazing Success go up AND what the max effectiveness you can reach. It's like, "Here's another brick to hold you underwater."




Owee's General Store {Miratos Immortalis} - Master Droid Engineer
Naboo: +324, -4841. From any shuttle/starport on Naboo, take a shuttle to the metropolis Tal Valor. My vendor is in the -IM- Headquarters, west of the shuttleport.
Better business thru better advertising.
JediKnightMark
Thu Feb 19, 2004 7:23 pm
#18






Drashk wrote:


Here is a snipet from the Correspondents forum for Major items in Publish 7. This list only includes Major features and does not include any bug fixes that may or may not make it in with Publish 7



  • Droid Damage Repair Kits and Droid Wound Repair Kit

  • Droid Battery consumption rate halved (enabling them to last twice as long)

  • Droids will no longer be susceptible to poisons, bleeds, /warcry or /intimidate

  • Droid Combat module







Def looks like a "snipet" to me.I wouldn't describe any of these things as "major features" that jibes with that the droid invasion was supposed to be. The only significant change is the combat module, which I think all of us DEs know is going to be terribly implimented and not worth the resources it takes to make. Strike two


On a nicer note, the other updates look very significant. Verticle item movement is a nice stepping stool up to a better item placement system for the future and I'm sure a large chunk of the population is going to be excited with banthas being mountable now. Chances of crit fails being reduced as expertise rises is going to make crafting a lot less infuriating (sp) for all.

Message Edited by JediKnightMark on 02-19-2004 09:28 PM



---------------------------
Haelon's Mercantile, Bounties and Starship Services.
Tatooine 2490 -4860
2-4-1-4 Reality Consultant
Yet another beta wasted
A respec a day keeps the monotony away

SWG-Runesabre
Thu Feb 19, 2004 7:34 pm
#19



Def looks like a "snipet" to me.I wouldn't describe any of these things as "major features" that jibes with that the droid invasion was supposed to be. The only significant change is the combat module, which I think all of us DEs know is going to be terribly implimented and not worth the resources it takes to make. Strike two





The Droid Engineer changes (sometimes referred to as Droid Invasion) spans two publishes. Listed here are what's going in for Publish 7. Publish 8 will have additional Droid Engineer changes to wrap-up the total package.
Squidd
Thu Feb 19, 2004 7:49 pm
#20


Something I haven't heard mentioned, but that becomes more of an issue once we start seeing more droids, in combat and in general, is the ability to judge a droid's capabilities. Scouts and Rangers (and maybe CHs?) have skills that tells them a lot about creatures they examine; these abilities even apply to wild droids (and possibly tamed ones) though they probably shouldn't.


In any event, Droid Engineers and, down the line, Droid Commanders should be able to examine a droid and get some idea of its capabilities, both combat and utility; information drawn from their experience with building and using droids that only they would see.
JediKnightMark
Thu Feb 19, 2004 7:55 pm
#21






SWG-Runesabre wrote:

The Droid Engineer changes (sometimes referred to as Droid Invasion) spans two publishes. Listed here are what's going in for Publish 7. Publish 8 will have additional Droid Engineer changes to wrap-up the total package.






That'd be a relief to hear IF Publish 6 hadn't supposed to be part ofDroid Invasion in the first place.But of course DEs aren't worthany attention so we got bumped for the world getting a bunch of easily campedimps swarming all over the place (and making hella-lag)and a star destroyer sprite over bestine. yipee. Meanwhile, our profession is still 80% useless. To consider anything you say as fact is to kid oneself so don't even start.



---------------------------
Haelon's Mercantile, Bounties and Starship Services.
Tatooine 2490 -4860
2-4-1-4 Reality Consultant
Yet another beta wasted
A respec a day keeps the monotony away

lees
Thu Feb 19, 2004 8:21 pm
#22


So in what you said bellow can you remove the 1500 from the citys on placing lamps as they decay why pay 2 times for a like to make our city look good?



Lighting Objects: Players will now have many craftable light sources in the game that will have the true functionality of a light source. All of the current lamps styles in the game crafted from here on out will now have glow of light. Additionally, many new lamp styles have been added to the game and now players can also have candles. Players will be able to purchase architect crafted candles for players that will flicker and glow for about 2 weeks and then burn away. Lamps will also decay, but at a reduced rate.





|||K|H|A|M|||
YExcite'Y
"Ops Comms, I said Ops Comms damnit!"
-Rebel Force Recon-

[-Punk|-|-Surfer-]
Nyght
Thu Feb 19, 2004 8:25 pm
#23






Kollos wrote:



It sounds to me like what they trying to move toward is a system where each experimentation point is worth, for example, 10% of the experimentable range instead of a fixed amount. Since non-Masters will not have 10 experimentation points, they will no longer be able to experiment items crafted with low(er) quality resources up to their maximum potential. Not that it matters, since items crafted with low(er) quality resources are practically unsellable anyway.







For what it is worth, which is most likely very very little (because it is TC and very early in the cycle ) material that yesterday gave me 8 BER max wind harvesters (base 26%) today gave me 9 BER wind harvesters. The character is an MA.


I haven't done any of the math and have no idea what this means or if it will remain unchanged.


But there ya are. Something to ponder.



-------------------------------------------------
Smuggler revamp or bust!

(There's an old sig for ya!)
Shian_Tavkin
Thu Feb 19, 2004 10:18 pm
#24


I think the publish notes for Pulish 7 are...wonderful. It reminds me of the old days of UO where things REALLY changed in an update, not just the tweaks and nerfs we have seen here to date.


Runesabre is the difference, mark my words. This is not devotion, its just the plain truth. This game needed a developer lead like him and now he's arrived cant you all feel the difference?


I absolutely love the new attitude, the new willingness to talk and feedback, and most of all the new willingness to LISTEN to us. Rune was always famous for actually listening. If anyone thinks he's just another red name, go have a look at the Image Design forum (of all places) and follow the link he posted there. Awesome stuff (and in case anyone wonders--yes, I do understand thet level of mathematics :smileywink


This is the DE time in the sun, lets make it positive and get good things done..maybe not all we want ..but a lot can be done with a positive attitude.


Ok thats my positive bit - now a question or two


A. Is the repair module (I know the LE repairdroid is broke but nm) being replaced by a kit..cos it should NOT be. The repair droid is (should be) there to repair Black damage..it should remain so.


B. Is the famed Droid (lets keep it clear to new visitors) 'Droid Stimpack') Kit really coming? At last ?


C: Vitality? just an open minded question on this..can we get something here?


D: ok, the biggie..max 6 combat modules? Please not in an R3. Change the Probot at the very least, and have it have 6 combat module sockets..dont let us have fighting Astromechs please. Its just silly.


E. Finally, nothing specific, but please consider slicing, survey and Harvester management droids. These are the BIG issues that make the game not-fun but just like RL work . The proposals in the post I must say I like, but exploding MSE I think is perhaps verging on silly. If nothing else make it a new model please (thats a sop as well to the Canon Crowd)


F: If we are now to be allowed a CL10 droid AND a CL10 poke..umm Creature 'pet'....then why not 2 CL10 droids as a CHOICE instead? Maybe the second is Utility only...you know..what we have been asking for for all time..Repair Droid heals our Droid..not other peoples exclusively

I've rambled long enough..but one thing is worth saying again..Runesabre makes a lot of difference.


Cheers DE Peeps


Message Edited by Shian_Tavkin on 02-19-2004 09:29 PM



Shian -- Master Droid Engineer/ Master Artisan
Ke_la
Thu Feb 19, 2004 10:26 pm
#25





Sodan-droiddreamer wrote:

Drashky,


Any word on new droid chassis? Seems a bit odd that CHs keep getting new pets but DEs ain't gotten squat in the chassis department since the last beta.








To clarify from the CH perspective, we're not getting new pets, simply adding a mount module to two existing pets. For those few that still use mounts.







and Banthas and Cuppas should have been the first 2 mounts also some people still use them there good if you need fine control and some speeed




Ke'la Korian, Waylon Korien, Me'na Korien
Ke'la is a Master Rifleman/retireing Ranger and Waylon is an ID/DE
Me'na is the mayor of the City of Obalisic
"Have fun storming the castle". -- Miracle Max
"I knew it I am surrounded by %##@&!$# " -- Dark Helmet
"I am not Dead yet!" -- Guy from Holy Grail

Neroir
Fri Feb 20, 2004 2:47 am
#26

After reading it three or four times, I still dont understand the Experimentation thing...

Any clarification will be REALLY appreciated


Ellesa
Page 2 of 4