Pilot Archive
Thread: JTL Pilot issues list, version 1.04
11/13/2004: Revised the list to reflect upcoming changes in 11.2. Added a request for a new Privateer PvP faction, YT-1300 loot box issue, KSE Firespray reticle issues, and a request for a new free-for-all PvP zone to replace Kessel.
If you haven't already, go here and read the 11.2 changes -- they're extremely exciting for both ground and space based players.
~S
Message Edited by _Smoke_ on 11-13-2004 11:56 AM
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!
See the bottom link in my sig, please.
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.
See This Post for suggestions on this topic.
Thanks for all your hard work.
The hardcopy is: http://forums.station.sony.com/swg/board/message?board.id=pilot&message.id=20586
_Smoke_ wrote:11/13/2004: Revised the list to reflect upcoming changes in 11.2. Added a request for a new Privateer PvP faction, YT-1300 loot box issue, KSE Firespray reticle issues, and a request for a new free-for-all PvP zone to replace Kessel.
If you haven't already, go here and read the 11.2 changes -- they're extremely exciting for both ground and space based players.
~S
Message Edited by _Smoke_ on 11-13-2004 11:56 AM
You are aware that this is about 10x as much work as just copying Kessel into an instanced PvE zone for people who are doing their Master Pilot missions and putting the old Kessel the way it was, right?
I do applaud the request for a new free-for-all PvP zone, but the one we had was just fine, and the Master Pilot missions could have been instanced to eliminate 'PvP griefing'. You are pushing for a 'fix' to a 'fix', when it could have been done in a much more efficient manner from the very start, and it's still not too late. I seriously doubt anyone will be making another PvP zone to replace Kessel anytime soon.
riotcontrol wrote:
You are aware that this is about 10x as much work as just copying Kessel into an instanced PvE zone for people who are doing their Master Pilot missions and putting the old Kessel the way it was, right?
I do applaud the request for a new free-for-all PvP zone, but the one we had was just fine, and the Master Pilot missions could have been instanced to eliminate 'PvP griefing'. You are pushing for a 'fix' to a 'fix', when it could have been done in a much more efficient manner from the very start, and it's still not too late. I seriously doubt anyone will be making another PvP zone to replace Kessel anytime soon.
An instanced Kessel would be a fine solution to the problem, but I'm actually not aware (or even very sure) that doing so would be easier. Consider the following:
- What if instanced zones have to share all of their attributes, such as PvE or PvP status, with their parent zones? Such a requirement would prevent a PvP "main" Kessel and PvE instanced versions.
- What if it's impossible to allow group members into instanced Kessel with the mission owner? An instanced Kessel isn't very useful if you have to go in there and tangle with the cap ship and escorts solo.
If either of those conditions is true, then recoding Kessel to work as an instanced system would take far more time and effort than the current solution on the table. The initial Developer feedback I've gotten strongly suggests that the current PvE "fix" was the fastest, best solution that SOE could get out to you guys.
For the record however, I've added a request for a brand-new free-for-all PvP zone tailor-made for the pupose and I'll be making it a high-priority item as soon as 11.2 is out the door and I rewrite my list.
~S
_Smoke_ wrote:An instanced Kessel would be a fine solution to the problem, but I'm actually not aware (or even very sure) that doing so would be easier. Consider the following:
- What if instanced zones have to share all of their attributes, such as PvE or PvP status, with their parent zones? Such a requirement would prevent a PvP "main" Kessel and PvE instanced versions.
- What if it's impossible to allow group members into instanced Kessel with the mission owner? An instanced Kessel isn't very useful if you have to go in there and tangle with the cap ship and escorts solo.
If either of those conditions is true, then recoding Kessel to work as an instanced system would take far more time and effort than the current solution on the table. The initial Developer feedback I've gotten strongly suggests that the current PvE "fix" was the fastest, best solution that SOE could get out to you guys.
For the record however, I've added a request for a brand-new free-for-all PvP zone tailor-made for the pupose and I'll be making it a high-priority item as soon as 11.2 is out the door and I rewrite my list.
~S
I was actually thinking of a single PvE instance of Kessel, an exact copy of the zone but with the PvE rules that are now in effect. And only people on their MP mission would be able to enter. For example - when you want to enter Kessel, the game checks if you or anyone in your group has the Master Pilot mission active and asks you if you want to enter PvE Kessel to do the mission in. All the other players can just get the normal PvP Kessel we all know and love. It seems like a lot less work than designing a whole new free-for-all PvP zone as described in your Pilot issues post. And even if one is designed - there's not really a lot of space zones as 'starwarsy' as Kessel.
I absolutely agree that the PvE 'fix' was the fastest solution available for the 'forced PvP' problem, but it's a really bad game design idea to 'fix' something for a part of the player base by taking valuable content away from another part of the player base. They fixed one issue by adding at least three more.
- you can not 'sit' in eiter chair unlike the other THREE multi-passenger ships
Nova:
- 'sitting' in the chairs puts the player model in the incorrect position.. with the character model sitting in the chair 'back'
- Exiting the turrets.. there is a 'clipping issue' where you can get stuck walking outside the ship
General UI:
- targeted ship 'model' in the targeting box.. does not accurately reflect orientation of the ship in respect to the player
- space UI elements are NOT resizable
- space UI 'button bar' (not the 'toolbar).. does not 'switch to vertical' properly (remains horizontal although position is moved
- if player doesn't have money for repairs.. they get no option to repair.. instead of being prompted thru the dialogue past the point where they state your fee.. which the should subsequently tell you 'you can't afford this repair' or similar
- '/hyperspace' does NOTHING.. shouldn't it hyperspace to the last programmed route??
General Progression missions:
- If player completes 1 or more parts of a progression mission.. and subsequently fails a latter part.. the completed portions still remain in the quest journal as 'finished'.. when reacquiring the mission player doesn't resume from last completed task.. but instead resumes fromt he beginning mission series although they're listed as seperate missions in the journal.. if i completed it.. let me pick up where i left off.. if i failed.. don't tell me i completed it
- Some missions have extraneous delays between sections with no indication that there is a following section in the line of missions.. allowing you to hyperspace out before you recieve notification.. thus failing the mission.. can we shorten the timers?? or can we add in a 'you have finished this quest SERIES' message at the end of a series??
Duty missions:
- missions are flagged as 'completed' if you drop them from your datapad immediately after recieving them.. even if you never launch into space or engage enemy targets.. can we alter these to require the player to have to complete the mission cycle at least once?
Space NPC's:
- Certain space NPC's appear to be tiered too high for certain areas.. 'blacklight wing commander' at tier 5.. shouldn't this be tier 4 for dath sector (especially for that @&*#^ of a mission??)
- Rebellion tier 5 gunboats in kessel do not perform evasive maneuvers when attacked.. leaving them extremely vulnerable from the 'bottom side' (note: ones in deep space i think work properly.. but i'd have to doublecheck)
- that thing i PM'd you about _smoke_.. ya that one.. the biggie.. heh.. CSR i spoke with today said something to the effect of 'go ahead and enjoy it.. you won't get banned for it..' and that i could quote him on it 8)
- once initialized revert to default naming convention.. and have no option to rename.. (i'd like to have my flight computer for dogfighting named differently than my flight computer for taking on capital ships.. as opposed to digging thru the command list to note the differences)
- on the management screen.. you can not 'scroll' thru the flight computer commands list it's cut short by the UI.. (further compounding the above issue)
- flight computers are NOT tradable whereas droids are.. (is this intended or oversight?)
Message Edited by somerandomuser on 11-15-2004 06:51 PM