Pilot Archive

Thread: Pilots, post your number one issue with JTL here! (11/03/04)

jassi007
Fri Nov 05, 2004 1:31 am
#118

I would like to nominate the length of higher tier missions.

1. they take quite some time. They're really 4+ missions in one serving.

2. a fail on a mission means a total restart, even though they're clearly segmented. I would advocate that if they don't shorten them, then they could at least allow a "save" after each segment complete, so a failure, or imcomplete doesn't put you back to square one. People sometimes log on for smaller time blocks, and doing a tier 3 or above mission wouldn't be an option.



Jassi Cowin
Master Doctor/ Master Swordsman
Officially Klaws biznitch.
"I don't do hawtpants"
No-hands
Fri Nov 05, 2004 1:39 am
#119

I come from a mixed guild and we have had great problems managing our friday night guild hunt. We would like to do it the same as we always do but in space. This has been tried but proved impossible!

We need to be able to have mixed reb/imp/neutral missions and or activities. Otherwise mixed guilds will fall apart as people play jtl and are unable to work with friends and or guildmates.

I can understand not being able to help with each others faction based missions but to not be able to work together at all, I mean come on this is a social game!
RellikCro
Fri Nov 05, 2004 1:41 am
#120






DePhrag wrote:

Ship Cruising Bug - Drops to 0 speed and then back to full power


If I am cruising at top speed in space the ship will occasionally drop down to ZERO and then quickly jump back up to full speed. This is very annoying when im in battle because I will have my recticle on my target, the engine will drop to 0 and then I will lose my target in huge way.. and have to realign again.

This happens all the time, and on all the ships I own. Anyone else have this problem? Or is it a "Feature" ???






It happens to me also, I think it happens when you cross a server boundary.



Rellikcro

Rifle/CH/Medic - Freelance Pilot
Pistoleer/Commando/Bounty Hunter/Medic - Imperial Pilot
Politician/ID/Musician
Anakin02
Fri Nov 05, 2004 1:46 am
#121

Tier 3 Missions Imp, needs to be toned down, or added a save as you go option. some causual players cant play for 2 or 3 hours straight and then have to do it all over again if we fail.



___________
Blah, what ever.
trollkicker
Fri Nov 05, 2004 1:47 am
#122

My #1 issue with JTL is that it is nothing at all like the previous Star Wars flight sims. However, many of the advertisements for the expansion claimed it was a more advanced version of XvT. (X-wing vs TIE fighter). Now, I am not complaining per se, I do love JTL as it has finally brought my 11 year dream to life, even if it is just a barley sustained existance.


Take the radar/sensors for example.. or rather, just the HUD. In every single SW flight sim, (not counting Rogue Squadron as that was more arcade style) has had Forward and Rear sensors, very easy to understand as it gave a true 3D perspective.. as you looked at the circle for th Front, you knew something that was at the top edge of the sensor was actually above you. Same with the rear sensor... it was very intuitive and easy to identify where your targets and enemies were. Second.. the targeting and sensor things with the JTL WAY too limited, I can only see the people within 5km!? what's that about? space is HUGE and we should have a somewhat larger (no more than 50km I would say). The "targeting computer' window thing... its OK, but .... it still sucks compared to the one in X-Wing Alliance.


Another thing ... lack of vessels.. where are the ISD's? The stormtrooper transports, varying styles of freighters whose modles could EASILY be configured for Jtl because Lucas has access to the basic 3D models that have already been generated. More space.... more ships, more .. Atmosphere.. its a good start, but if SOE and LA are done with JTL's development and don't plan on adding more content to flesh out JTL.. it won't hold those of us that have dreamed of a more advanced LIVING X-Wing experiance.


At this point, I love the game, doing the missions and all, but there are things missing that make it feel somewhat lacking.
Kanaric
Fri Nov 05, 2004 1:49 am
#123

More ships is all i care about.


The PVP for mastery idea is a EXCELLENT idea, afterall not all players are suited for it in the first place. If you want to keep space combat un-nerfed and keep the people who will only ruin it with their whining out of it might as well make it so they dont play it. Afterall, they said that space combat wont be for everyone, why contradict that idea by making it noob friendly? In the end it will only ruin the game to the point where only these people will be playing it and all the people who actually like a challenge instead of whining whenever they die will simply no long play it.
Jetfire117
Fri Nov 05, 2004 1:53 am
#124

Majour Issue/Suggestion:


Imperial Black Epsilon Tier 3 Missions need ajusting. In these missions, you are given one task after another, and even if you fail one you have to start all over again. In Mission 1 or 2 (not sure) I spent an entire 2 hours on the mission, and in the end I got shredded up in 10 seconds by an army of 20 Nym Enforcers (I am not exxagerating). All these 'sub-missions' need to be divided and allow the player to redo a 'sub-mission' should they fail it and not redo the entire thing.




- I support the CU and am grateful that we have a game that continues to evolve rather than stagnate. Join the positive voices!
yayson
Fri Nov 05, 2004 2:04 am
#125



Kahlaxi wrote:
Forced PVP for Master is my biggest issue. I didn't PvP on the ground, I don't want to PvP in space. Devs, what were you smoking when you came up with this brainstorm? JTL is awesome aside from this huge blunder.





100% agree, its bad enough that they make you pvp, but space pvp is terrible. 1 or 2 hits?! When you can find your enemy at a long range, its just a charge at eachother and 1 or 2 lucky shots. Doesnt even require real skill. Get rid of it please!!!

Yes I know you can make yourself last longer than 1 or 2 hits, but to load up with that crap forces you to use a slower ship and/or cut quality of other parts and they have no prob hitting a slow target.



YaYson
BRIA


My Homer is not a communist. He may be a liar, a pig, an idiot, a communist, but he is not a porn star. -Grandpa
NoHandleWanted
Fri Nov 05, 2004 5:56 am
#126

It is FAR too addictive!
Kadix
Fri Nov 05, 2004 6:40 am
#127






Ffolks wrote:
I'd just like to slip in another one here...

I'd like to see level appropriate Duty Missions available at all times. If I'm getting hammered on a mission it'd be a nice break and good practice to go do some of these.

I'd also hope they'd be available as something to do after reaching Master.






I agree with you. We need to be able to take a break from missions, especially on tier 3 where things tend to be rather hellish.


For those of you in mutltifaction guilds that are complaining that you can't do guild events with rebs and imps, think about how many times you saw Darth Vader and Luke decide to nuna hunting together in the movies? I can understand how coverts could work together on the ground without knowing each other's faction, but up in space, if you see someone with a B-Wing, you know there a rebel, and from my boss's [the Emperor's]prersepctive, that makes them a target.


It would also be nice to be able to land at any facility that where you get pilot missions. Currently people in the Imperial Inquision hare having to ride swoops between Moena and the Emporer's Retreat, and I assume Hutt affiliated privateers are having to do something similiar. It's also a bit annoying that it's impossible to land a ship at the Dantooine Imperial Outpost, which is a starport already.

IdleThought
Fri Nov 05, 2004 7:03 am
#128



Kadix wrote:


Ffolks wrote:
I'd just like to slip in another one here...

I'd like to see level appropriate Duty Missions available at all times. If I'm getting hammered on a mission it'd be a nice break and good practice to go do some of these.

I'd also hope they'd be available as something to do after reaching Master.


I agree with you. We need to be able to take a break from missions, especially on tier 3 where things tend to be rather hellish.

For those of you in mutltifaction guilds that are complaining that you can't do guild events with rebs and imps, think about how many times you saw Darth Vader and Luke decide to nuna hunting together in the movies? I can understand how coverts could work together on the ground without knowing each other's faction, but up in space, if you see someone with a B-Wing, you know there a rebel, and from my boss's [the Emperor's] prersepctive, that makes them a target.






Just want to agree whole heartedly with the Duty mission point.

And disagree with the faction point - or rather agree in principle with the logic, argue that theres no good reason to enforce that with the game mechanics.

There is no good reason for a TIE not to be able to shoot down another TIE within the game mechanics, under the right circumstances (Rebels will fly TIES and imperials will fly X-Wings if a covert mission requires it, the game mechanics to prevent that are understandable). What people want is the ability to do PvE hunts together, mixed faction, against some NPC targets. The can be neutral targets, and lets face it 'enemies band together to defeat a greater threat' is a perfectly reasonable (and even SW canon) story. So there's no reason to prevent mixed faction hunts.

One fix might be to allow players to take two pilot lines: Neutral + A GCW Faction. (I can think of at least one Rebel that flew a YT-1300).

Or, you could allow anyone to fly any ship, but make them an honorary member of the faction of the ship (An Imperial flying a X-Wing will get attacked on sight by TIE's)

The current situation with the mixed faction space hunting is breaking up small player communities.



--
Okacyzzyk
"Moisture Farmers 4TW"
BrekCoronus
Fri Nov 05, 2004 7:06 am
#129

I've been holding off on naming an issue until I finish tier 4, but since I'm getting close, I'll sound off anyway. My issue is both a pilot and a shipwright related one. I sometimes spend as much as 4 hours searching for components, because shipwrights cannot craft stuff equal to "space loot." While I can go along with SOE's choice to make loot the only way to get the very cream of the crop in components, for the tier 1-4 stuff, a shipwright should be able to craft stuff equal to, if not better than, dropped stuff. Frankly, the endless sifting through vendors for components detracts from my gaming experience. I want to play JTL, not the Home Shopping Network.



"I may be a smuggler, but it's an honest job."
FormlessOne
Fri Nov 05, 2004 7:23 am
#130

I've been stuck on the second mission of Rebel tier 3, the one in which you're cruising for Hutts in Yavin IV. I've spent three days now, disabling and inspecting damn near every Hutt ship in the sector, only to find....


[Nothing]


I can't progress until I get past this mission. It's driving me nuts. That's the short-term gripe.


Long-term gripe: how fast ARE other ships? Running away in an X-wing is apparently not an option - with boost on, I hit nearly 1100. But, I can still betargeted and plinked by even Tier 2 and 3 ships, who maintain an easy distance behind me.




SCpl. Phssthpok, Elder Pikeman
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Former Guardians of the Old Republic members

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