Droid Engineer Archive

Thread: DE Community Patch Notes

Shikkari
Thu Oct 21, 2004 3:32 pm
#27

Great ...after a long time waiting for some Ber copper and Dioxis Inert I finally got my hands on some in the last 2 weeks...mined my own....now this.....BAH this blows!!!

Can't they keep the old resource requirments and just increase the spawn rate some....for the rare stuff??? Obviously they are worried about lvl 5 & 6 data modules not being available for JTL but this still blows since astro mechs don't have to be used on ships...you can still use the new flight computers instead!!!! So I'm not sure of the logic here except that it was an easy work around but kinda screws existing DE's!!!!




100% Rebel
4
Life

"I'm just a simple man trying to find my way in the universe"

"So for me, for my mother, my grandmother, my father, my uncle and for the common good, I must now kill you"
Zorkk
Thu Oct 21, 2004 3:36 pm
#28






Shikkari wrote:
Great ...after a long time waiting for some Ber copper and Dioxis Inert I finally got my hands on some in the last 2 weeks...mined my own....now this.....BAH this blows!!!

Can't they keep the old resource requirments and just increase the spawn rate some....for the rare stuff??? Obviously they are worried about lvl 5 & 6 data modules not being available for JTL but this still blows since astro mechs don't have to be used on ships...you can still use the new flight computers instead!!!! So I'm not sure of the logic here except that it was an easy work around but kinda screws existing DE's!!!!






I'm almost thinking that they "forgot" to change them back. I can see for the beta test, making no named resources for these components, so they can get produced and tested. but to not change it when pushed to live seems.... odd..... all high level components have some sort of named resource, why should these suddenly be different?? bah!


Z





Zorkk the Droidsmith
Force Sensitive Crafting Master
Mayor of Mos Athens, Tatooine


JavelinCatcher
Thu Oct 21, 2004 3:47 pm
#29






Rhysen wrote:


I'm watching the thread from a new player's perspective. Andas a new player, I think that perspective needs to be shared a bit.


My concern is not with the new player. In fact, I'm more than willing to slice off a chunk of my rare stocks to help a new master that is sticking with the profession to help them make sales.My problemis with the established player looking for a quick credit.



That makes the concern already established players. Already established players with large volumes of crafting resources already availible for grind material. Essentially either another crafter or resource collector. Checking the resource usages at swgcraft showed that only Dioxis Gas is unique tolvl 6 Data Modulesas abuilding material. Beyrllius Copper is used in Composite Armor creation if SWGCraft is correct. I'm a newbie and even I know that Composite Armor is hardly 'rare', so stockpiles of Beyrllius Copper can't be all that rare either. If an established Master Droid Engineer was banking on the lack of supply for10u ofDioxis Inert Gas per Level 6 Data Module to maintain their edge over an established player switching to Droid Engineer... Well, even I know better. If they have the resources to grind MDE in a short amount of time to take advantage of the possible droid boom, they're likely to have the resources (either in actual material or in hard credits to buy them) to not experience the slightest bump on the path to fast creds.


What makes this a "issue" is that the inclusion of the rare resource reduces the number which they can produce. Generic resources means that a item can be produced quickly in quantity with the use of a factory (with the exception of shipwright). Even if the person was a resource collector looking into cashing in on the JTL droid craze, they would be limited in the number of level 6 droids that they could produce.


If this change is "ok", why not just remove all rare resources from our profession? I mean, who values Lidium Extrusive Ore anyway?


The 'Veteran Advantage' in this particular case is entirely perceptual as I see it. Perceptual because the availibity of a single resource over another person because you've been stockpiling it is no advantage. The time it takes to acquire MDE is the 'Veteran Advantage' over a new player. And there is little to no advantage over an established player switching professions because they're likely to have the resources, or access to them, already. Established through their 'Veteran Advantage'. The real advantage current MDEs will have as I see it will be the ones already stated:


Location


Reputation


Clientbase


That's true, except for people shouting at the starports "SELLING level 6 R5's! 3k/ea!!"







While I'm being a pain about schematic resource usage, can we see about getting a rare resource for the level 5/6 flight computers? (possibly the same ones as the level 5/6 data storage modules to decrease hassle).

Message Edited by JavelinCatcher on 10-21-2004 06:58 PM



----Nolhta Fyoen----Master Rifleman/Master Smugger----StarStrider
----Nolhta Fyoen----Master Droid Engineer----TestCenter
----Accoubacca----TKA/Commando---TestCenter

----Nolhta Fyoen----Master Droid Engineer----Gorath

CUAlpha: Team Droid Engineer
Drashk
Thu Oct 21, 2004 3:51 pm
#30

One of my 'top' issues, besides get the Data Modules changed back, is adding some sort of Decay to both Flight Computers and Astromech Droids.


The suggestion that I made was, each time a ship is destroyed in combat the Flight Computer or Astromech would lose 2 Vitality points. Droids could be refurbished through the standard methods, but the Flight Computer would slowly decay. I also made the suggestion to make experimentation on the Flight Computers matter, by linking experimentation directly to the number of Vitality points that it has.





Making SWG more Star Warsy. One droid at a time.
Jjiaah
Thu Oct 21, 2004 3:52 pm
#31






Drashk wrote:

One of my 'top' issues, besides get the Data Modules changed back, is adding some sort of Decay to both Flight Computers and Astromech Droids.


The suggestion that I made was, each time a ship is destroyed in combat the Flight Computer or Astromech would lose 2 Vitality points. Droids could be refurbished through the standard methods, but the Flight Computer would slowly decay. I also made the suggestion to make experimentation on the Flight Computers matter, by linking experimentation directly to the number of Vitality points that it has.






/agree
Rhysen
Thu Oct 21, 2004 4:31 pm
#32






JavelinCatcher wrote:






What makes this a "issue" is that the inclusion of the rare resource reduces the number which they can produce. Generic resources means that a item can be produced quickly in quantity with the use of a factory (with the exception of shipwright). Even if the person was a resource collector looking into cashing in on the JTL droid craze, they would be limited in the number of level 6 droids that they could produce.


If this change is "ok", why not just remove all rare resources from our profession? I mean, who values Lidium Extrusive Ore anyway?


That's true, except for people shouting at the starports "SELLING level 6 R5's! 3k/ea!!"







While I'm being a pain about schematic resource usage, can we see about getting a rare resource for the level 5/6 flight computers? (possibly the same ones as the level 5/6 data storage modules to decrease hassle).


Message Edited by JavelinCatcher on 10-21-2004 06:58 PM





Again from my perspective, the amount of importance being placed on a single module is excessive. If anything were to matter, it should be the overall quality of the droidin this particular case.


I haven't decided whether or not to buy the JTL expansion yet. If I do, I'm certainly going to participate in both ground and space activities. A single R5 unit with a single module wouldn't cover my needs in the slightest. Which is where either the droid would have to have other capabilities to satisfy my needs, eliminating the single module R5 unit. Or the Droid Engineer will have to have something better to offer me to fill my other needs, eliminating the 'low quality' Droid Engineers with a single product to offer.


Honestly, it seems that there's too much desire to overcapitalize off of a single opportunity here. The emphasis in JTL isn't supposed to be the quality of the equipment but the quality of the player's skill (even though I know that to be somewhat false from the reports I'm hearing already). Regardless, we are still talking about a Data Storage Device that is a single part of the droid. Not the guns or the engines or the shield generators. A 5k single module R5 droid may be appropriate for someone that intends to spend their entire time in space. Looking at the potential opportunities ignored for other professions to capitalize off the expansion, it seems a bitgreedy to get in an uproar over the importance of a data storage module.


Seems more of a balance decision, one I can agree with, to downplay the impact of the existing professions ona new expansion, especially one that includes a profession integral to the expansion withnear zeroimpact on the existing game. Especially when that impact isn't spread equally among all existing professions.


Honestly, I'd let this one slide with appreciation of even the tiniest bit of increased sales for droid engineers. It's not like SOE didn't have the option to make flight computers integrated in the Shipwright profession. Which would nullify the issue with no benefit to the profession at all.
duncje
Thu Oct 21, 2004 4:39 pm
#33






Drashk wrote:

One of my 'top' issues, besides get the Data Modules changed back, is adding some sort of Decay to both Flight Computers and Astromech Droids.


The suggestion that I made was, each time a ship is destroyed in combat the Flight Computer or Astromech would lose 2 Vitality points. Droids could be refurbished through the standard methods, but the Flight Computer would slowly decay. I also made the suggestion to make experimentation on the Flight Computers matter, by linking experimentation directly to the number of Vitality points that it has.






Drashk, we need something like this to bring repeat business. As it stands, only 3 ships can make use of the Astromechs, the rest use (relatively cheap) flight computers. If they don't decay, we'll see a sharp decrease in sales once everybody's got one.



Beebo
Master Droid Engineer | Shipwright | Master Artisan
Crazy Beebo's Discount Droids & Ships {-1075 -2924} Bestine, Tatooine

Drashk
Thu Oct 21, 2004 4:48 pm
#34




Rhysen wrote:


Honestly, I'd let this one slide with appreciation of even the tiniest bit of increased sales for droid engineers.




Sorry but this isn't an issue that I'm going to let slide. Since 2Level 3 Modules can be stacked to produce the same effect as a Level 6 Module, the Level 6 Modules actually become depreicated in value by changing the resource requirements. Increasing Droid Sales is important to the profession, but not at the cost of the current Masters that have been around, spending their time collecting the Dioxis Inert Gas and Beyrillius Copper needed to build the Modules.


If the resource requirements are changed, then the only other alternative that I can see to balance the change would be to remove the ability to stack Data Storage Modules.






Making SWG more Star Warsy. One droid at a time.
Gron_DM
Thu Oct 21, 2004 4:58 pm
#35


question 1 is: if someone has anr3 with lvl 6 data mod they must be a master pilot to us it at all? if so that means we will be selling alot of droids as ppl will need differing droidsat differing lvl's until they are master....


question 2: a player can use any droid in a x-wing/ywing/z-95 as long as it has a flight computer or is a r-series with a data mod? or a non-z95/xwing/ywing uses all droids other then r-series assuming they have flight modules?


last one for now: how does this new command module work in regards to the data module is it required or not?



Vilance -Retired from SWG
MDE for most of it, Guildleader as well
EGC Founding leader August 03
Corbantis
Founding Mayor Of Rhuidean, Tatooine
placed Nov 03.
psikobunny
Thu Oct 21, 2004 5:07 pm
#36

for those questions, you should read the guide when it gets posted.



Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



Drashk
Thu Oct 21, 2004 5:12 pm
#37






Gron_DM wrote:


question 1 is: if someone has anr3 with lvl 6 data mod they must be a master pilot to us it at all? if so that means we will be selling alot of droids as ppl will need differing droidsat differing lvl's until they are master....


A Level 1 - 6Astromech/Flight Computercan be used by a Master Pilot.

A Level 1 - 5 Astromech/Flight Computer can be used by a xxx4 Pilot

A Level 1 - 4 Astromech/Flight Computer can be used by a xxx3 Pilot


A Level 1 -3 Astromech/Flight Computer can be used by a xxx2 Pilot

A Level 1 -2 Astromech/Flight Computer can be used by a xxx1 Pilot


A Level 1 Astromech/Flight Computer can be used by aNovicePilot


To Clarify, the term Astromech refers to any R-Series Droid with a Data Pad installed.


question 2: a player can use any droid in a x-wing/ywing/z-95 as long as it has a flight computer or is a r-series with a data mod? or a non-z95/xwing/ywing uses all droids other then r-series assuming they have flight modules?


X-Wings, Y-Wings, and Z95s can use a Flight Computer or an Astromech.


last one for now: how does this new command module work in regards to the data module is it required or not?


Basically, a Pilot transfers a program to the Droid Command Module. The Command Module is then used, which sends the program to the Datapad. From the Datapad you will move the program to either the Data Storage Module in an Astromech, or the storage of a Flight Comptuer. Once you associate a droid or FC with the installed programs into a ship and launch the ship to space, you will find the commands available in the Space Abilities window, under Astromech. You can either move the macros to your toolbar, or bind them to keys for use in flight.








Making SWG more Star Warsy. One droid at a time.
Gron_DM
Thu Oct 21, 2004 5:20 pm
#38

thanks for the answers

hehe, i got bored....here is a link to a guide that says Th released it:


http://forums.station.sony.com/swg/board/message?board.id=lightspeed&message.id=110761#M110761


i think that is a public board if it isnt well its good info to help with your own guide there drashk



Vilance -Retired from SWG
MDE for most of it, Guildleader as well
EGC Founding leader August 03
Corbantis
Founding Mayor Of Rhuidean, Tatooine
placed Nov 03.
Rhysen
Thu Oct 21, 2004 5:20 pm
#39






Drashk wrote:




Rhysen wrote:


Honestly, I'd let this one slide with appreciation of even the tiniest bit of increased sales for droid engineers.




Sorry but this isn't an issue that I'm going to let slide. Since 2Level 3 Modules can be stacked to produce the same effect as a Level 6 Module, the Level 6 Modules actually become depreicated in value by changing the resource requirements. Increasing Droid Sales is important to the profession, but not at the cost of the current Masters that have been around, spending their time collecting the Dioxis Inert Gas and Beyrillius Copper needed to build the Modules.


If the resource requirements are changed, then the only other alternative that I can see to balance the change would be to remove the ability to stack Data Storage Modules.








I honestly would. And that's not coming from my perspective as a new SWG player but as a longtime MMOG player (since UO). From what I've read JTL is intended to be released as a separate entity from SWG and integrated later. SOE flames consisting of them following through with that future integration aside for the moment, they've already strayed from their intent with requiring DE made astromechs and flight computers. It's not opportunities spread equally among all existing professions as I can see it. As such, I'd honestly accept it and wait for future developments. Overemphasizing the impact now could have potential consequences later when it does come time to integrate ground and space more fully. The importance of a single module is too short term to make a big deal about. I looked at your suggestion about the droids taking a vitality hit if the ship gets destroyed. From reading the DE FAQ, I see that as a bigger benefit to Bio Engineers, who can make Pet Vitality packs, than Droid Engineers. But it makes better sense to me to implement that as a part of droid decay in general, which is an issue of interest, and would require more thansome spaghetti codeto balance properly. And benefit the profession in all areas, from space through combat down to confetti droids.


The availibility of a single part based on who has been collecting resources the longestis too insignificant to separate the real Droid Engineers from the wannabes. If you truly want to differentiate between the two, this is too small to make any real impact. It's too easily overcome by:



  1. Having the credits to buy the needed resources, which an established player may already have.

  2. Having the resources already, which a non-DE established player may already have as well as an established one.

  3. Having the right connections, which is open to anyone from new player to established players simply by joining the right PA or being good at being social

It's too small, too unevenly spread among the game overall and too limiting to make a huge deal over. And potentially too easy for others to point to later, saying "Well DEs got to bend us over the barrel for an astromech when JTL was released so they don't need much attention" when real significant changes are being looked at.


It's a lucky break, even in the smallest form. My advice is to smile and push for something real. Not a single component.

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