Droid Engineer Archive
Thread: I just posted the following to the Corr. boards....(just so you all are hip).
/bow
TheRealTK421 wrote:
TH & Co.,
A few questions the DEs (and I) have on a few items:
- Customization calls still at 20 (when deeding the droid). If paint, it rises to 50. Is this the current intended behavior of this feature?
- Are the higher HAM / DL levels going to be retroactive to Publish 7 droids?
- Will the Merchant Barkers stop barking when batteries run out? (currently, the waypoint feature still works when the power is 0%).
- Will a BH/Smuggler be TEF'd by a Detonation droid in PvP? (we know it aggro's but will it TEF?)
- Can we have the Structure Maint. droid show time needed for Maintenance trip before hitting "Go" (maybe with a confirm/decline dialog)?
- Merchant barkers: Can these be /addignored? (or would it be the owner put on /ignore?
- Is it ever going to be possible for Structure Maintenance droids to work on off-world structures and/or add power? (right now, there are a lot of people finding the current implementation only marginally useful at best).
....more burning issues as I get them...
/bow
Respectfully,
Respectfully,
Yea....this might be a 'baby steps' kind of thing. It maybe that we need to get the basic functionality stable first, then expand on it later as possible.
/shrug
/bow
Respectfully,
/agree definitly need the scheduled content to work before tweaking or adding anything.
I dont know if you TC folks know what rare resources are gonna be needed for these new modules, but i am a little concerned abou them. If they fall under one of our already required rare resources then thats fine. Even if they intriduce a new rare resource thats fine too. What my concern is, is that if they just pick one of the already existing rares that does not fall into our already established list, aren't we gonna run into the possibility of professional crossover. What i mean is are the required resources gonna coincide with anther profession's rares? It would be terrible to have to fight off a bunch of weaponsmith (rich i might add) who can outbid most DEs, in order to get the stuff.
Jnath wrote:
I dont know if you TC folks know what rare resources are gonna be needed for these new modules, but i am a little concerned abou them.
Naufragus wrote:
Jnath wrote:
I dont know if you TC folks know what rare resources are gonna be needed for these new modules, but i am a little concerned abou them.
maybe its just me but i believe that the resources need to TEST should be spawned...
TC should not work like a real server...it is for testing....if the devs add something that needs to be tested they should SPAWN the resources needed to accomplish this...or at the very least EVERY RESOURCE known to man should be always stocked on the bazaar...there should be NO RARE RESOURCES there
you should not have to play and hoard crap on that server for months.....it should be a cornecopia or resources....
The trick with that is you've got to do it without changing the code on test center. The second you change any of the code (with the exception of the various debugging flags which are turned on in TC and turned off on live servers) is the second it becomes worthless for testing and even more of a pain to keep around (since you'd have to write two completely different copies of each update, one for the regular server code and one for the modified TC code). There are enough resources floating around on TC to get everything tested, and most people are willing to give up some of their stash if the resource hasn't spawned for months to help test.
Jnath wrote:/agree definitly need the scheduled content to work before tweaking or adding anything.
I dont know if you TC folks know what rare resources are gonna be needed for these new modules, but i am a little concerned abou them. If they fall under one of our already required rare resources then thats fine. Even if they intriduce a new rare resource thats fine too. What my concern is, is that if they just pick one of the already existing rares that does not fall into our already established list, aren't we gonna run into the possibility of professional crossover. What i mean is are the required resources gonna coincide with anther profession's rares? It would be terrible to have to fight off a bunch of weaponsmith (rich i might add) who can outbid most DEs, in order to get the stuff.
This is already the case. Aluminum, Steel and Copper with high Conduct/OQ are in demand by weaponsmiths. Tolimn Reactive is needed by Combat Medics. Vertex Gemstone and Ionite Ore are already required for Armorsmiths. All of these overlaps are similar or identical stat requirements.
Message Edited by Javac on 04-16-2004 01:17 PM
Lonkley wrote:
TK,
I would _really_ like you to ask them to add a flag to the maintenance droid that shows whether a harvestor is turned on. That will make the droid very useful, so people know when to pick them up. Everything else is icing.
This is a really good idea, and will increase the marketability of the maintenance droids immensely. You know for the longest time i thought the little 'active' 'inactive' on the waypoint details for the harvestor were telling me if the harvestor itself was active or not. Eventually there were enough trips to the harvestors to find out that it meant that the waypoint itself was active or inactive.
/doh i guess im a little slow, but then i am a MDE still so i must have some mental problems.
TheRealTK421 wrote:
TheRealTK421 wrote:
TH & Co.,
A few questions the DEs (and I) have on a few items:
- Customization calls still at 20 (when deeding the droid). If paint, it rises to 50. Is this the current intended behavior of this feature?
- Are the higher HAM / DL levels going to be retroactive to Publish 7 droids?
I can already predict the answer because the question doesn't actually ask what we need to know. I seriously doubt that the changes will be retroactive to patch 7 droids... what we need to know is whether or not the changes will be retroactive to patch 7 deeds, factory crates, and schematics. We further need to know whether or not the changes are retroactive to Combat Modules in the above instances as well.
What we're really looking for is a straight answer to this question: are we going to be screwed for doing factory runs again?
- Will the Merchant Barkers stop barking when batteries run out? (currently, the waypoint feature still works when the power is 0%).
- Will a BH/Smuggler be TEF'd by a Detonation droid in PvP? (we know it aggro's but will it TEF?)
- Can we have the Structure Maint. droid show time needed for Maintenance trip before hitting "Go" (maybe with a confirm/decline dialog)?
- Merchant barkers: Can these be /addignored? (or would it be the owner put on /ignore?
- Is it ever going to be possible for Structure Maintenance droids to work on off-world structures and/or add power? (right now, there are a lot of people finding the current implementation only marginally useful at best).
....more burning issues as I get them...
/bow
Respectfully,
Jenden wrote:
Naufragus wrote:
Jnath wrote:
I dont know if you TC folks know what rare resources are gonna be needed for these new modules, but i am a little concerned abou them.
maybe its just me but i believe that the resources need to TEST should be spawned...
TC should not work like a real server...it is for testing....if the devs add something that needs to be tested they should SPAWN the resources needed to accomplish this...or at the very least EVERY RESOURCE known to man should be always stocked on the bazaar...there should be NO RARE RESOURCES there
you should not have to play and hoard crap on that server for months.....it should be a cornecopia or resources....
The trick with that is you've got to do it without changing the code on test center. The second you change any of the code (with the exception of the various debugging flags which are turned on in TC and turned off on live servers) is the second it becomes worthless for testing and even more of a pain to keep around (since you'd have to write two completely different copies of each update, one for the regular server code and one for the modified TC code). There are enough resources floating around on TC to get everything tested, and most people are willing to give up some of their stash if the resource hasn't spawned for months to help test.
Naufragus wrote:
this game has the worst testing enviroment i have ever seen...but anyway
they dont have to change the CODE....if they add item X, item X needs to be tested...and by as many people as possible...not just someone who is using TC as their main place to play and has months of resources hoarded...
Would it be so hard for a CSR or Dev to create a few stacks of vertex crystal and that gas and load them onto the BAZAAR.....i just picture the bazaar as having 100K stacks of most resources listed on the Bazaar for 1 credit...TC doesnt need an economy and people shouldnt really have to worry about harvesting resources (unless that is what is being tested)....
Jenden wrote:
Naufragus wrote:
this game has the worst testing enviroment i have ever seen...but anyway
they dont have to change the CODE....if they add item X, item X needs to be tested...and by as many people as possible...not just someone who is using TC as their main place to play and has months of resources hoarded...
Would it be so hard for a CSR or Dev to create a few stacks of vertex crystal and that gas and load them onto the BAZAAR.....i just picture the bazaar as having 100K stacks of most resources listed on the Bazaar for 1 credit...TC doesnt need an economy and people shouldnt really have to worry about harvesting resources (unless that is what is being tested)....
I guess its just one of those differences in philosophy. While I do realize things need to be tested (and I'm betting that if a certain resource is nowhere to be found one of the devs will hook up the corespondent)if at all possible TC needs to be preserved as close to a live server as possible. The more it starts to become different (not just code wise, also in economy stability and player base) the less accurate the results you get from it are.
I agree only to a degree. TC code needs to be as much like the real code as possible but the economy doesn't. Nothing is ever on test center long enough before going live for the economic effects of a new change to even be meaningfully evaluated. If they want to properly test the economy, publishes would have to be on the TC for months before going live, and that just isn't going to happen. I see no problem with loading up the bazaar with copies of the rare resources that a new item schematic. Vague notions about wanting the TC economy to be like the Live economy are pointless if it means you are going to dramatically limit the base of TC players that are able to test out a new schematic.