Pilot Archive

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

LaryLizard
Wed Nov 03, 2004 9:47 pm
#40

Imperial Ties getting almost half the mass of its rebel and privateer counterparts (except for the bomber) and getting no special abilitiy or mod to compensate



____________________________________
Inquisitor Lary Warr
Ace Pilot, Imperial Inquisition
Force Sensitive TKM/Doc - Feeding his hatred since 2003
_Smoke_
Wed Nov 03, 2004 10:01 pm
#41

On the issue of mass, there's good news and there's bad news. The good news is that mass is definitely a negotiable item, provided we give the developers well-reasoned arguments that are supported by sound data. Even more good news is that you guys are already posting excellent arguments and excellent data.

The bad news (actually, it's not really "bad" news, just a point of relevancy) is that the mass issue is probably best taken up in the Shipwright forum. Fortunately, the Shipwright Correspondent was chosen today as well, and you'll probably see plenty of interaction from him very soon. (Styx is a veteran correspondent!)

I will emphasize in my own reports the strong feelings of Pilots on this issue, but I believe that mass is currently in the domain of shipwrights since the ships come from their capable hands. Head on over and give your reasons there in the same polite, intelligent manner that you guys have done here and I'm sure we'll see progress on the issue as soon(tm) as possible.

~S

Message Edited by _Smoke_ on 11-03-2004 09:04 PM

Teiresias-Tempest
Wed Nov 03, 2004 10:04 pm
#42

My number one issue is really just a fear. The fear that all these hard missions Tier 3 and up will be nerfed. I'm currently having the most fun I've yet had in this game because of the difficulty. Being forced to group is an excellent thing. I've made new friends and had a blast running these missions with them.




Teiresias - Master Weaponsmith, Master Architect
Ace Pilot of the Imperial Navy. Black Epsilon

Riverlands, Corellia
MistyLee
Wed Nov 03, 2004 10:14 pm
#43






Ffolks wrote:
The necessity of having to group to master. I'm not opposed to it as an option but there should be an option for those that are, for whatever reason, unable or disinclined to get a group together to do it.

A compromise would be that you can get master faster by running the missions but you can also get master by accumulating the 7.5mil XP for the box.






/agree


I'm in a small guild with very few active people, i dont know many people, would be near impossible to get the people.




MistyLee V'thyx the cute purple twi'lek
Master Dancer
Shipwright 3/1/2/3
Rebel pilot 4/4/4/4
lunar004
Wed Nov 03, 2004 10:16 pm
#44

My only issue is the Mission Difficulties once you start trying to get your teir 3 and 4 skills. They are insane hard and are not fun at all. Its a game... we should be having fun, not wanting to throw our monitors out the windows.

I've spend almost all my credits that I had stored up before JTL for buying ships on just repairing from being blown up 50 times for one mission.
Tenthletter
Wed Nov 03, 2004 10:25 pm
#45


1) No group waypoints like the ground game has for mission targets. Missions seem to be meant to be taken on by groups (which I like) but communication is very difficult when only the mission holder has any info on the mission status (which I hate).


2) No group waypoints or indicators for members. I can tell approximately how far away a group member is on the ground in meters, yet somehow my ship's scanners are not capable of the same feat?


3) Long missions should be continued from the last completed part after you fail. For example, some of the Tier 3 missions have 5+ mini mission objectives inside them. If you die during step 4, then when you repair/relaunch you should be able to pick up from step 4 again instead of starting over. On the Rebel Tier 3 Mission 4 I must have assassinated the Imperial Ace 9 times...he must be really good with that eject button. Got him the 10th time though.


4) No Rebel helmet? Come on...they HAVE to put this in. It's the best part of being a rebel pilot. The master one is a very cool reward/alternative, but the classic Rebel helm needs to be added.


5) Fix the Travel bug. If it worked right I might drag my BH out of retirement to do Investigation and try to remember what the ground pounding game was like, but as it stands now, I'd rather fly all day and night than wait at the shuttleport sitting on my hands.


6) One shot one kill PVP needs to change. I'm positive it will, but just adding it to the list.


7) How about some more missions with larger ships, like the Corvette. Rebels attacking a Star Destroyer is something I think everyone would like to see. Maybe even allow a high ranking Imp guild to fly a Star Destroyer purchased with Faction Points, but make it so that you need a group to fly it (won't launch without at least a5 man crew for example). Some missions are awfully hairy, but we need more truly epic space battles. We could even limit these to Deep Space and have whole battalions go at it a la the Battle of Endor. As long as I get to be the A-Wing pilot that taked down a Super Star Destroyer with his face.


8) A spell checker on the forums would be nice too.


My main issue is the lack of information and support for groups atm in JTL, which suprises me since it seems like this is a heavily group based expansion. (See points 1 and 2)


EDIT: Fixed spelling mistake, added Point 8.

Message Edited by Tenthletter on 11-04-2004 12:28 AM



------------------------------------
Arua Krad - 4.3.3.3 Rebel Pilot
Crimson Phoenix Squadron - Scylla



Deria Aurix - 4.4.4.4 Freelance Pilot
R.S.F. - Kauri

SmugglerSnake
Wed Nov 03, 2004 10:30 pm
#46

It seems like many missions spawn in the same spot for different players. That and missions tend to spawn near NPC ship spawns a lot. We had a Tier 3 rebel mission spawn near a Tier 5 spawn. We got it eventually, but my armor sure got pounded...
Dewdus
Wed Nov 03, 2004 10:31 pm
#47

#1 is the sync issues between client and server. These are cause of the "Top/Bottom" invulnerablity issue, the disconnect between seeing the damage graphics and not actually doing damage, NPC ships suddenly warping 100 meters mid fight, and all kinds of targetting issues. It is very frustrating, particulary against higher level NPCs who can deal significant damage while you are missing left and right because your client and the server are out of sync.

I will pretend I didnt see that top 1 issue, and list a second. The HUD. Enemy ships have Front and Back Armor and Shields. They are damaged seperately. Having an indicator of 100% for each is not very helpful. Seeing one at 50% does not mean you have damage one side all the way. Basically you end up beating on it with Ions until you see armor start to drop, then you switch weapons. A smaller version of the two circles indicator that I have for the state of my ship would be perfect as a replacement for the shields/armor indicators that currently exist. And the group gui needs another pass.



Ruldon Otta
Master Bounty Hunter
GKeeper316
Wed Nov 03, 2004 10:36 pm
#48

clone centers on space stations. space wounds are ridiculous.



Telos Radd
Honor is a gift a man gives himself.
Einarr99
Thu Nov 04, 2004 12:40 am
#49

Number one issue is the master mission in kessel. Now my own guildmates who are mostly rebel will be killing me without so much as a realization or forethought. I picked neutral pilot even though im a rebel colonel. Im a smuggler and Ive wanted to fly a yt-1300 since i was 3 years old. Thats when i saw my first movie which just happened to be Star Wars. So my 27 year dream makes me a traitor to the rebellion and guild, and a pilot with little support.


I dont care if its so tough you need a fleet. I do care that 12 year old gigling greifing fighter jocks will be blasting me out of the stars over and over for my desire to fly a freighter.


PVP damage is on the one shot 1 kill level or close enough not to matter since you will be so damaged you cannot repair or finish the mission.


Dislike semi forced grouping. But i understand and can accept it. I group or solo off and on no prob...


But Forced pvp I find unacceptable.



Einarr Starwind

Senior Officer, SGO
Rebel
For the first time ever losing faith in SWG. 3 of 6 accounts canceled.
:-(
TXAG2006
Thu Nov 04, 2004 2:04 am
#50

The TIE Interceptor needs to be worked on as it stands now it is not the ship it should be. It is not balanced with the Rebel's tier 3 X-wing.



Zalym Biscayn
Level 90 Medic
Role Player Starsider


Zalyn Biscayn Level 90 Elder Jedi Starsider


More proud to have earned Master Ranger than to be an Elder Jedi
netguro2001
Thu Nov 04, 2004 2:19 am
#51

My number one issue would have to be the top/bottom invulnerability of npc's. I know a dev said it had something to with lag but it is definately something they need to fix. If I get lucky enough to line up perfectly on the target I should hit said target.


When it takes me 10 mins to kill a tier 3 tie fighter, there's a very real problem.
Yeevle
Thu Nov 04, 2004 2:46 am
#52


Firstly congrats Smoke.


I have to say that the ramp up in difficulty from tier 2 to tier 3 is very harsh. I have no problem with grouping when I feel like grouping, to take on uber content or whatnot. I do feel however that players should not be forced to group in order to achieve master, for me that goal is personal. Also, there is no incentive for anyone else to help you, they get no benefit from the grouping. If they are in the same squadron as me they will still need to complete that same mission themselves, even if they just helped me complete that very same mission 5 minutes ago.


Thanks for reading.



EDIT: Actually thinking about it, a good compromise would be to scale the level of difficulty depending on how many in a group. Although I'm not sure if that is possible or not. That way those that like to group will have just as much of a challenge as the solo pilot. That way everyone is happy. At least I think they would be.

Message Edited by Yeevle on 11-04-2004 09:56 AM

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