Pilot Archive
Thread: Pilots, post your number one issue with JTL here! (11/03/04)
Willforce
Fri Nov 05, 2004 7:25 am
#131
Final missions in kessel,
As time wears on it will get harder with more people camping that zone.
As time wears on it will get harder with more people camping that zone.
Niego
Fri Nov 05, 2004 7:52 am
#132
Top/bottom invuln is the top of my list.
I'm nowhere near it yet, but forced pvp for mastery is a close second.
I'm nowhere near it yet, but forced pvp for mastery is a close second.
_Smoke_
Fri Nov 05, 2004 8:07 am
#133
Just wanted to let you guys know that I'm preparing my first list of issues now and that it should be ready very shortly. The invulnerability bugs, PvP for master, lag/warping, bad target vector lead indicator, privateer concerns, AI shooting accuracy and many, many more issues are being raised. Look for it coming to a thread near you today.
And FormlessOne, I read about your problem with the mission to gather data from the Hutts, and I might have the answer to your troubles. Tried to PM you first, but you've got PM's turned off, so I hope you're still reading this thread.
make sure you're in *Endor* when you're disabling/searching the Hutts. You should have a couple of waypoints to possible target locations (basically four waypoints to Hutt spawns). You're looking for the tier 3 "Hutt Spice Smugglers". You should find what you need fairly quickly.
Good luck!
~S
And FormlessOne, I read about your problem with the mission to gather data from the Hutts, and I might have the answer to your troubles. Tried to PM you first, but you've got PM's turned off, so I hope you're still reading this thread.
make sure you're in *Endor* when you're disabling/searching the Hutts. You should have a couple of waypoints to possible target locations (basically four waypoints to Hutt spawns). You're looking for the tier 3 "Hutt Spice Smugglers". You should find what you need fairly quickly.
Good luck!
~S
lund0529
Fri Nov 05, 2004 8:19 am
#134
I need to submit the lack of a master level fighter for Privateers. The Firespray is a special-uber-loot for everyone, that doesn't count.
The YT-1300, while about as Starwarsy as you can get, is the multiperson ship and not a fighter. We need something with much more mass. We go from Tier 1 60K mass, to Tier 2/3 90K mass, and Tier 4, 120K(?) mass. I'm out weighed by the Rebel Tier1 ship.
There has to be a niche here where the Black Suns and the Hutts of the galaxy would havea need for a heavy attack ship.
I can understand the desire to have some differences between the factions, but at least by master, we should have similar options. All the factions should have a master level fighter hip with around 250K mass.
If I wasn't already more than half way there, I'd be dropping Privateer to go up the Rebel tree.
monochromered
Fri Nov 05, 2004 8:24 am
#135
Have some sort of compromise in giving the ablity for a pilot to fire his or her turrets forward if there is no gunner in multi-passenger ships.
Message Edited by monochromered on 11-05-2004 07:26 AM
HytekShiWan
Fri Nov 05, 2004 8:26 am
#136
My Number 1 issue with JTL. Is that there is not enough content. But that isn't just with JTL, its anything that sony makes. not enough content to last more then a couple of months. CONTENT. and NO ONE DOES GRINDING LIKE SONY!!!
But on a more realistic note, because sony will never ever learn the meaning of content..
this thread shows all the bugs that needs to be fixed (so far), you can't just pick one particular one either, because its the sum of all of them that createsproblems for JTL
http://forums.station.sony.com/swg/board/message?board.id=pilot&message.id=855
but that sums up things that can be fixed on a more realistic note.
cheers.
Message Edited by HytekShiWan on 11-05-2004 07:29 AM
HytekShiWan
Fri Nov 05, 2004 8:35 am
#137
Here is another "1" that is really annoying.
Not being able to fly to your Home City. Your house is there, your life is there, why can't we fly and park our ship there?
I am not so worried about not being able to travel to every planet, but at least let us travel to our home port.
MrTopi
Fri Nov 05, 2004 8:46 am
#138
Two words:
Largerinventory!
Having a bunch of ground weapons, food, armor, some loot etc. The suddenly they add space loot flowing in like a garbage lava flow. What we really need is more inventory space. No matter if it's secondary like ion backpacks. We need more space. Period.
Old classic games like Baldur's Gate II had this problem as the only kill-joy ina magnificient game. The same applies to JTL/SWG. I never complain (almost). But this is very serious.
Pepto_kof
Fri Nov 05, 2004 8:48 am
#139
Chassis Decay
That is by far my number one issue. Ive lost 200 points off my chassis repairing it after a pvp battle. And at 400k for a chassis. i cant afford to go through them like that.
Samtha
Fri Nov 05, 2004 8:53 am
#140
Ships jumping around like drunkan bumblebees....
Two of my guildmates are now having extreme issues just killing NPC ships because their targets are all over the screen. One of them when around me does the same, so he can be 50m away on my port side one moment and 200m away on starboard 1 second later... attitude changing, angle changing... warping all over ...
They have tried scaling back everything per TH's post to improve speed of client and still have this issue...it is harming their progression speed and getting them killed much more often than it should..
Other issues:
* When I load missiles/chaff it takes the packs, even if it is loaded already, thus losing me a pack or more of missles/chaff
* When I land after being in space there is a / in the chat input bar... annoying since if I dont catch it, it messes up my next chat
Two of my guildmates are now having extreme issues just killing NPC ships because their targets are all over the screen. One of them when around me does the same, so he can be 50m away on my port side one moment and 200m away on starboard 1 second later... attitude changing, angle changing... warping all over ...
They have tried scaling back everything per TH's post to improve speed of client and still have this issue...it is harming their progression speed and getting them killed much more often than it should..
Other issues:
* When I load missiles/chaff it takes the packs, even if it is loaded already, thus losing me a pack or more of missles/chaff
* When I land after being in space there is a / in the chat input bar... annoying since if I dont catch it, it messes up my next chat
Malcolm_CaKre
Fri Nov 05, 2004 8:59 am
#141
Ship & Component decay issues: I'm losing about 10% condition on my nice engine every time I die or eject. That means I'm tempted to put it away and not use it.
Can we get:
* Insurance so that goes down, just like for ground-based gear? (So that our expensive, looty, RE goodies are kept intact longer -- so we can take on more dangerous and fun stuff!)
* No decay at all in PvP damage, death, or ejection? (To encourage good clean PvP fun)
* The ability to take our stuf to a SW and have it put all back together. -or- add a separate type of RE, where the SW scavenges condition off of a similar item to rebuild a good one.
Lag issues:
* I get occasional lag rubberbanding, dropping my speed to 0, before it resets where it's supposed to be.
* I get a lag rubberband when an enemy pilot taunts me. Can we turn this off?
UI issues:
* It's really hard to tell how far away a ship is on the radar. Can we get it to flash the one that's shooting at us, or turn golden, or different shaped box with the one we have targeted?
* It's hard to know whether the server thinks we're hitting or not. I understand that there's a limitation to the ability to synch up over an arbitrary and caprcious internet, but if we could get some feedback (like an aiming reticle flash) when the server acknowleges a hit, that would be very useful and probably easy to do (since the client has to be updated with target damage anyway).
* Direction wedge for your target doesn't stand out against some backgrounds. If you put a contrasty border on it, it would be much better. If you add a stem to it, to make it an arrow showing how far around you'd have to turn, that would be most nice as well.
* Any chance we could lock unmanned turrets forward, or program a droid with a chip that will have it try to turn the turret and fire on anybody who shoots us? (taking all of it's time and rendering it unable to do any other programs meanwhile, of course)
Special abilities issues:
* As mentioned, it seems that some, most, or all of the shield adjustment programs are broken. When it does work, it's not neccessarily like the description says, and it only works intermittently. Or maybe just in combat so I can't test it. (??)
* What makes one droid a high certification, and another a low certification? My old reliable Artoo unit turned out to require Master to use!
Missions & grouping issues:
* Can't see your groupmates when you launch, because the launching arrival points are spread out too far. Can we either show up next to the station, or have the arrival points be much closer together, so we don't have to all fly towards the station anyway, before we can target each other for /follow? Or, can we make it so that we see our groupmates at all distances in the same space sector?
* I like being forced to group. Please keep the missions hard (but watch out for those static nasty spawns points, please).
* I don't mind the forced PvP... I wish there was a player-opposed trial for mastery of all other professions. Though, I would suggest that the Mastery missions for pilot be sent to an instanced space, which only allows one group from each side at a time.
* Can we get the ability to tow (very slowly) groupmates back to spacedock?
* Can we get the direction & distance arrows to our groupmates in our group list, like we have on the ground game?
* Can we get the ability to hyperspace to our group leader's position? This would be a good counter to load-kill griefing in the PvP zones... send in a scout to find a good place to jump in, then the group arrives, does it's thing, and leaves. It would make for a good enhancement to space tactics in the game.
AI issues:
* We're infinitely doing death spirals and scissors maneuvers. Can we add a random chance that an NPC ship will change something during it's next pass?
* Can we get turn boosters that give us a turning boost, replacing the slot for our speed boosters?
* NPC Turrets of DOOM!
Integration of Ground Game and GCW:
* Can we get a clarification of when and how faction is to be gained in space combat, aside from as story-mission awards?
* Can we install ship terminals at all of the various points of interest that have ships or landing facilities on display? These would be appropriate-faction-only. For themeparks, they'd only appear once you'd completed that section of the park, or at all. This would include a terminal in the vehicle garage of Jabba's Palace, Dantooine Rebel Base, Rori Imperial Base (open to all Imps, as it's not a themepark), etc. etc.
Oh, and I love the expansion! This is all intended as constructive!
I know that this is way more than a couple of issues, so here are my most important ones right now:
* Decay (specifically requesting insurance and zero PvP decay of any sort)
* Turrets of DOOM!
* Clarificaton and debugging of all pilot special abilities.
Thanks!
Mal
Malcolm_CaKre
Fri Nov 05, 2004 9:06 am
#142
Malcolm_CaKre wrote:
* Any chance we could lock unmanned turrets forward, or program a droid with a chip that will have it try to turn the turret and fire on anybody who shoots us? (taking all of it's time and rendering it unable to do any other programs meanwhile, of course)
Something I forgot to mention: Instead of droid gunners, can we have grouped faction personnel (remember those otherwise useless chumps sitting in your datapad?
) grab turrets for us and aim? Presumably they'd be fairly poor at it, unless you got guys who were specifically gunnery NPCs.
This would require a certain rank to call more than just the one, or to get the good gunners. Neutrals would have some NPCs available too. You would be able to call them from your datapad while personally covert, whenever you're aboard your own faction ship. Any PC taking over a turret would immediately bump them off.
Mal
KnightofStromgald
Fri Nov 05, 2004 1:34 pm
#143
Making Final ace mission in kessel system Vett is sucidal enough without pvp.