Pilot Archive
Thread: JTL Pilot issues list, version 1.04
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_Smoke_
Fri Nov 05, 2004 10:18 am
#1
[UPDATE: Items listed as "FIXED" or otherwise addressed by 11.2 will be rewritten or removed once 11.2 goes live and the fixes are confirmed by the general population.]
Greetings, Pilots.
My thanks go out to everyone who responded to my JTL top issue thread. Your feedback has been invaluable as I attempt to categorize and prioritize the seemingly endless list of Pilot profession issues. Again, thank you!
Pilot issues have been divided into several categories: Tiers 0-1, Tiers 2-3, Tiers 4-Master, Privateer, Rebel, Imperial and Profession-wide. As of this writing, there are no items in the individual Tier groups... but I am aware that many missions are still bugged or outright broken. I will be creating a focus thread for mission issues in the very near future; at this point in time my main focus was issues effecting the entire pilot community or a career track as a whole. My apologies if your pet bug or issue didn't make this list -- I tried to keep the post limited to the matters that the greatest majority of pilots felt strongly about and it still ran long. I promise to attempt to cover every issue in due time.
The list follows:
Profession-wide Issues:
- Invulnerability: This issue affects every pilot every time they launch into space, from the novice recruit to the seasoned Master.
- Top/Bottom: A fairly well-known bug. Certain firing angles result in no damage to the enemy ship.
- "Disablement": [UPDATE: As many of you have so wisely conjectured, this is not a bug but rather an intentional window to prevent players from accidentally destroying a ship they were trying to disable. Item removed (thanks a million to GreenMarine, who provided this official clarification!).]
- Lag and Warping: Many Pilots are reporting problems with lag and lag-warping in various degrees of severity. The level of dissatisfaction with network performance has been steadily increasing and I expect to see it become the subject of outright ranting sooner rather than later. Any progress in this area would be much appreciated by the entire community. [11.2: FIXED. Please let me know if this issue is not resolved to your satisfaction after 11.2 goes live.]
- NPC communications are guaranteed to cause a severe performance hit the first few times they happen. Some Pilots report that they experience lag or rubberbanding every time an NPC communicates with them or taunts them.
- Forced PvP in the Kessel system for Master: [UPDATE] Kessel is now PvE only. Although this solves PvP-greifing issues in the final Master missions, the Pilot community has lost its only "free for all" (FFA)PvP zone. Should it prove impossible to move the master missions and revert Kessel to PvP, we will need a brand-new zone designed specifically for FFA PvP!
- Target Vector Lead Indicator: The current vector lead reticle is off by as much as an entire crosshair's length in some circumstances. This deviation is apparently random (or is sufficiently differentiated by ship type, speed, weapon choice etc.), making the lead indicator almost wholly useless. Many pilots feel that the current level of ambiguity is more of a hinderance than an aid to targetting. The most direct suggestion is to fix the indicator so that it gives much more accurate information. If this cannot happen, then it would be nice if an option were provided to toggle the lead indicator on or off.
- NPC AI accuracy: At the moment, the AI is blisteringly accurate. NPC turrets are especially lethal; as long as you're within the range and firing arc of an NPC turret, it will hit you over 90% of the time regardless of any evasive action you are taking. Suggestion: all NPC AI should take an accuracy reduction, especially when their target is moving at high relative velocities. It is my belief that tweaking the omnicient AI and correcting the invulnerability bugs will go a long way towards addressing the current concerns over mission difficulty.
- Starship Terminal Travel Menu bug: The menu currently assumes that the Pilot is on Tatooine, regardless of where in the galaxy they may actually be. Pilots are limited to choosing between Tatooine, Corellia, Naboo or Lok. [11.2: FIXED]
- Weapon convergence: fighters with weapons that are spread far apart, such as the Z-95 and X-Wing, have problems hitting their targets for best damage because their shots often pass harmlessly to one side of the target. Previous games remedied this problem for all ships by having the computer adjust the convergence range of the guns to whatever the distance of the currently locked target is. This feature would be a huge boon all of us struggling with widely-spaced weapons.
- PvP damage: Many pilots feel that the current PvP damage is excessive. I recommend slowly tweaking PvP damage -- start with a 25% damage reduction across the board, monitor the situation for a few days, then follow up with subsequent 5% reductions until PvP hits an acceptable balance and pace. Two-shot kills between Master pilots is currently excessive, but long-winded slugfests aren't necessarily fun either; a more desirable balance is along the lines of two or three shots to take down shields, two or three shots to get through armor, and one or two shots to finish the ship. [11.2: PvP damage will be taking a 25% reduction. Damage may be further altered based on testing and feedback.]
- Item Decay: Some method of preventing or alleviating item decay, such as insurance, would be well recieved. Many pilots would also appreicate it if one of the devs could explain the precise mathematics of the current decay scheme.
- KSE Firespray reticle: The aiming reticle on the Firespray "slides" around the HUD as you close with your target. A more cooperative reticle would be appreciated by Firespray pilots.
Privateer Issues:
- Ship Mass: Privateers feel strongly that the total mass allowance of most of their ships is out of line with the performance of those ships and the mass limits of the other career tracks. While perhaps an issue better discussed on the Shipwright boards, I bring it up here in an effort to underscore the strong feelings of my Privateer pilots in regards to this issue. [11.2: Privateer ships have recieved a mass balance pass. Let me know how it works out.]
- Privateer Master Fighter: The Privateers do not currently have a unique Master-level fighter, as the Firespray is available to anyone with the right loot. Privateers have respectfully requested a Master fighter of their own.
- RSF damage problems: Some RSF-affiliated Privateers are experiencing a bug which prevents them from damaging any Imperial targets. Hits to Imperial ships result in the "cannot damage" negative beeps. UPDATE: This may be a "feature" rather than a bug. If this is indeed a feature, it would be very much appreciated if this limitation is made very clear to prospective RSF pilots before they sign up for the RSF career track, as many Pilots were obviously unaware that they would be under such restrictions at the time that they joined and would not have signed on with the RSF had they known.
- /PirateTrap command: Privateer /piratetrap is currently broken. The pirates that are called seem to be going aggro on everyone BUT the NPC target and have no qualms about killing the Pilot who called them. Privateer Pilots would appreciate an NPC assist that does not equate to digital hara-kiri.
- YT-1300 Issues:
- Alarms: Repairing damage externally when the master caution alarm is sounding results in the alarm being "stuck" on permenantly. Currently, the only way to shut off the alarm is to repair the conduit in question internally; if the crew forgets to do this first then the alarm can't be shut off. This may be occuring with all multiplayer ships!
- Loot Box: [FIXED!]
- Turrets: YT-1300 pilots would like to be able to link their turrets to the cockpit for forward-only firing. The lack of this ability at present makes the YT-1300 useless if one doesn't happen to have 3 friends on call whenever you want to use it (a fairly unreasonable demand).
- Art issues: the passenger's chairs behind the Pilot/Copilot seats blink in and out of existence at random intervals. [Reported Fixed, if it continues to happen after 11.2, let me know.]
- Privateer Faction and PvP: Privateers would appreciate being able to declare for a third-party Privateer faction in PvP. In fact, they would greatly appreciate it.
Rebel Issues:
- Rebel Ace Reward Clothing: The Ace helmet is unwearable by the majority of Alien races. Rebels would appreciate a reward that can be worn by all Alliance members, including Wookies. [UPDATE: Rebel AND Privateer Ace helmets will be wearable by all except Wookies and Ithorians in 11.3. Request remains for rewards that these two races can wear to be added.]
- The current Tier 1 RebelBandolier reward clips inside Wookie bodies, essentially hiding under the fur. Wookies want their bandoliers to work!
- RebelMovie-StyleHelmet: The movie-style"Rebel Helmet" without oxygen mask is the new "Imperial Hat" (meaning that it has become an object of lust and desire for the players). Rebels want the traditional movie helmet as a wearable item.
- Shield Program Bugs: There are many bugs with the shield reinforcement and adjustment droid programs. Because of current confusion as to just what each program is expected to do and how they are or are not functioning, these issues will require a fair amount of testing to identify. Expect more details soon. [11.2: Reported fixed. If shield bugs persist, please let me know.]
Imperial Issues:
- Harsh Discipline: Imperials do not currently have issues because any pilot suspected of spreading dissent or expressing dissatisfaction with their current situation is executed on the spot. [11.2: Imperial pilots will henceforth recieve a moderate flogging for dissent rather than immediate execution. Please refer to the RevisedHandbook of Imperial Combat Doctrine [sec. 3,392], [para. 48,092], [lines 1,200 - 1234] for more information.
- Just Kidding. Mass: A slight increase in the total mass allowance for the Imperial ships with very low total mass allowances is requested. [11.2: The TIE Oppressor is recieving a mass boost.]
- TIE/Interceptor: The TIE/Interceptor is currently underarmed for its tier and role. Imperial Pilots respectfully request a re-examination of this ship's firepower and the addition of another weapon and/or ordnance slot if at all possible.
Any feedback is, as always, greatly appreciated.
~S
Message Edited by _Smoke_ on 11-13-2004 11:52 AM
Message Edited by _Smoke_ on 11-13-2004 07:18 PM
Message Edited by _Smoke_ on 11-16-2004 04:51 PM
actnjcksn
Fri Nov 05, 2004 10:25 am
#2
Looks good so far.
I would also add that there needs to be more content for Master Pilots besides PVP.
ArdenStarmariner
Fri Nov 05, 2004 10:25 am
#3
Another option is a PvP disabled instanced version of Kressel for people to do their master missions in.
OryakaDrake
Fri Nov 05, 2004 10:27 am
#4
/SALUTE Darn skippy bro... lets let the devs feel the power of our voice on this one... we cannot allow jtl to end up like galaxies of over a year ago. Push Push Push for these issues. Anyways great job man... the list looks pretty amazing for all of the factions.
You might have left one thing out... The Privateer line ship droid skills doesnt do anything at all compared to the other classes... has that been addressed!
Oryaka Drake
Naritus
Master Carbineer/ Master Dabbler
"In the darkness of reality you will find me"
Founding Member: Birds of Prey
Message Edited by OryakaDrake on 11-05-200411:31 AM
Message Edited by OryakaDrake on 11-05-2004 11:31 AM
Aharzo
Fri Nov 05, 2004 10:30 am
#5
PVP damage reduction is something you need to begin in the next few days. Ideally that needs to get onto live ASAP or your going to have a lot of bored annoyed pilots.
PVP is currently short lived with no tactics.
Please , please, please put that damage reduction into action ASAP!!.
PVP is currently short lived with no tactics.
Please , please, please put that damage reduction into action ASAP!!.
frkjerm
Fri Nov 05, 2004 10:33 am
#6
RSF damage problems: Some RSF-affiliated Privateers are experiencing a bug which prevents them from damaging any Imperial targets. Hits to Imperial ships result in the "cannot damage" negative beeps.
This isnt a bug, swede posted on it that RSF does not want negative attention from the imperials. Its the same as smugglers not being able to shot the ships of the current employer they are working for. (hutts and valerians)
http://forums.station.sony.com/swg/board/message?board.id=pilot&message.id=11039#M11039
This isnt a bug, swede posted on it that RSF does not want negative attention from the imperials. Its the same as smugglers not being able to shot the ships of the current employer they are working for. (hutts and valerians)
http://forums.station.sony.com/swg/board/message?board.id=pilot&message.id=11039#M11039
Message Edited by frkjerm on 11-05-2004 12:36 PM
NoHandleWanted
Fri Nov 05, 2004 10:49 am
#7
Nice list. I like the notion of starting PVP reduction and increasing it until it gets about right instead of plopping it all down at once--good idea.
Thank you.
Darksabre6
Fri Nov 05, 2004 11:03 am
#8
Awesome post, good job. As far as the rebel shield problem (droid command), this is what I posted in the JTL discussion forum:
There are problems with 'Shield Reinforcement' (astromech skill)? Sometimes it works correctly, but most of the time it actually hurts my shields. For example, if I try to reinforce my rear shields, it will correctly take shield energy from the front, but instead of adding this energy to my rear shields, it'll actually subtract it, causing both my rear and front shields to drop in power.
Now I know the 'Shield Adjust' will cause this to happen, but that's because I'm increasing the percentage of my shields that are in the rear, which means that the rear shields have to charge up some to fill up this increased percentage (basically it looks like your rear shields drop, when in fact they just get a higher max limit). However, that's not my problem.
It appears that everyone is having this problem, at all reinforcement levels (although it may work at 'Extreme'). As Shield Reinforcement is arguably more important than Shield Adjust (at least in my opinion), this effectivley renders an entire column of rebel pilot almost useless. Devs: PLEASE FIX immediatly.
joined42904
Fri Nov 05, 2004 11:07 am
#9
It might be a good idea to put "Keeping our Loots that for some Components are better than Crafted" on the list to respond to shipwrights' attempts to make their regular crafted capacitors and engines better than our looted components. (Their reverse-engineered engines and capacitors, given the same loot, already are.)
Crucio
Fri Nov 05, 2004 11:12 am
#10
http://forums.station.sony.com/swg/board/message?board.id=pilot&message.id=11273
I think these ideas for MP ships are excellent and right now MP ships aren't as good as a small group of fighters despite having 8 players all playing roles. MP ships need to be boned up.
RebelJedi24601
Fri Nov 05, 2004 11:14 am
#11
Great list, Smoke.
I think the PVP issue needs to be addressed ASAP.
Keep up the good work
I think the PVP issue needs to be addressed ASAP.
Keep up the good work
Aevlom
Fri Nov 05, 2004 11:26 am
#13
I'd like to voice the concern of many Imperial pilots regarding the TIE Interceptor.
I'm sure you've seen the multiple long threads addressing the issue of mass as well as a possible 2nd projectile slot on the Interceptor (possibly swapping the missile slot for a second projectile slot, if nothing else?).
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