Pilot Archive
Thread: POLL: Will JTL Keep You Playing Until The Combat Upgrade?
GrinInc
Mon Nov 01, 2004 9:22 pm
#40
Very nice post. Well written and thought out.
I had issue with the radar as well. Personally either make it useful (right now it's too small) or leave it out. I'd rather see it more useful, as I use my ground radar frequently during combat to gauge my immediate area.
As for JTL giving the ground game time to get fixed, I hope so. I love this game and see a lot of future potentional. I think the Combat Upgrade beta will be something a lot of people will be waiting to experience and have a lot of hope for. We all know it needs to be done, and done right. I don't care about a timetable, as long as it works!
sirsri
Mon Nov 01, 2004 10:07 pm
#41
Admiraljz
Nope never accidentally flagged myself overt at a station. The forced overtness I refer to is when you go to kessel to kill the corvette to get master pilot.
My complaint about mass isn't the ships. Its the items themselves. A level 6 and level 2 engine/reactor/capacitor/booster/armour can have identical stats except for mass. It really doesn't make any sense. The other complaint is it isn't really mass they're talking about. A tie bomber (190k max mass) has exactly the same speed whether you put a reactor and engine in, or fully load it up to 190k. The inherent lack of physics in the game isn't a problem if anything its better they use an atmospheric model, but the nomenclature is misleading.
I'm not sure what you're on about with krayts and mind fire. I don't have any mind fire weapons and only one krayt pearl that I bought. I refuse to solo them, and no one in my guild will hunt them as a guild because of both play times and no equitable way to distribute loot because we'd have time to kill like one dragon before someone has to log.
Maybe you didn't notice that items decay when you die (or moreover when you repair). So I'll make sure you're brought up to speed. They decay when you repair them. Besides I don't want to kill players. Esspecially in space where it can easily largely degrade to griefing. The difference between a master pilot and a 4/4/4/4 is significant as is the difference between a 4/4/4/4 and a 3/3/3/3, such that its not sporting. That's probably as it should be, but allowing master level people to pick on 4/4/4/4 people trying to get master isn't really fair.
You may not hear people complain about JTL in game because we get sick of it and come here. At least here there is a means for open discussion. Complaining to my guild isn't going to solve any issues with JTL. Complaining here may not either, but at least the possiblity exists.
And yes, I'm well aware of the combat upgrade potentially requireing grouping. The only reason I actually play SWG anymore is two RL friends play and we group all the time (or at least did till one got jedi and due to visibilty won't group with anyone but that's another tirade). The basic playerbase of SWG now is here because there isn't forced grouping, if you hadn't noticed the other posts on this issue. I have always said I'm happy with grouping being the preferred (ie easiest) option, but not required. Online RPG mate, that means we should each be able to experience the world in our own way.
If you think the games wonderful thats great. I'm not suggesting making it worse for you, I'm saying the game can be great for everyone, by taking away the scripted forced story/grouping path on people, and opening it up to making your own story. SWG and more to the point JTL needs to be about options, and its not. If I wanted a single player game I have about 1000 on my shelf (no I'm not kidding, I've been playing games for like 20 years and have them all still because I'm a pack rat, thats about a game a week for 20 years).
Nope never accidentally flagged myself overt at a station. The forced overtness I refer to is when you go to kessel to kill the corvette to get master pilot.
My complaint about mass isn't the ships. Its the items themselves. A level 6 and level 2 engine/reactor/capacitor/booster/armour can have identical stats except for mass. It really doesn't make any sense. The other complaint is it isn't really mass they're talking about. A tie bomber (190k max mass) has exactly the same speed whether you put a reactor and engine in, or fully load it up to 190k. The inherent lack of physics in the game isn't a problem if anything its better they use an atmospheric model, but the nomenclature is misleading.
I'm not sure what you're on about with krayts and mind fire. I don't have any mind fire weapons and only one krayt pearl that I bought. I refuse to solo them, and no one in my guild will hunt them as a guild because of both play times and no equitable way to distribute loot because we'd have time to kill like one dragon before someone has to log.
Maybe you didn't notice that items decay when you die (or moreover when you repair). So I'll make sure you're brought up to speed. They decay when you repair them. Besides I don't want to kill players. Esspecially in space where it can easily largely degrade to griefing. The difference between a master pilot and a 4/4/4/4 is significant as is the difference between a 4/4/4/4 and a 3/3/3/3, such that its not sporting. That's probably as it should be, but allowing master level people to pick on 4/4/4/4 people trying to get master isn't really fair.
You may not hear people complain about JTL in game because we get sick of it and come here. At least here there is a means for open discussion. Complaining to my guild isn't going to solve any issues with JTL. Complaining here may not either, but at least the possiblity exists.
And yes, I'm well aware of the combat upgrade potentially requireing grouping. The only reason I actually play SWG anymore is two RL friends play and we group all the time (or at least did till one got jedi and due to visibilty won't group with anyone but that's another tirade). The basic playerbase of SWG now is here because there isn't forced grouping, if you hadn't noticed the other posts on this issue. I have always said I'm happy with grouping being the preferred (ie easiest) option, but not required. Online RPG mate, that means we should each be able to experience the world in our own way.
If you think the games wonderful thats great. I'm not suggesting making it worse for you, I'm saying the game can be great for everyone, by taking away the scripted forced story/grouping path on people, and opening it up to making your own story. SWG and more to the point JTL needs to be about options, and its not. If I wanted a single player game I have about 1000 on my shelf (no I'm not kidding, I've been playing games for like 20 years and have them all still because I'm a pack rat, thats about a game a week for 20 years).
sirsri
Mon Nov 01, 2004 10:30 pm
#42
actually another thought on the long term health of the game here.
One of the core problems with the quest system is how grouping with affect it (same with the xp system). In space if you do 5% of the damage to something (1/20th) you get full xp. So two weeks from now someone in my guild who just gets the game for whatever reason, can just have a master or 4/4/4/4 pilot baby him around after the first batch of missions. Get him all his training and do quite literally 95% of the work xping, and voila, you have a 4/4/4/4 pilot in a day or two (whereas now it takes about a week it seems). That isn't good for the long term health of the game.
The long term impact of the current state of JTL needs to be addressed. The same sort of thing as buffs that are for 2700 points. One set of them isn't a big deal (hey I remember original beta and doing specials with CDEFs to safe ham costs then switching guns for normal shots and the like), but thousands of them has really trivialized a lot of content. Both the buffs and armour issues are things that needed to be addressed right around when they came out, or it seeps into the cutlture of the game. Now that they are there (and have been this way for what, 7, 8 months, a year?) they aren't easy to change, because the people who were sick of that left already, and won't come back and the people here now are both used to it and expect it to be this way, as well as new content being somewhat balanced around it (2700 point buffs and 66% base composite and you still can get butchered in the DWB and corvette is a good indication the new stuff is balanced around it). There are some fundamental problems with JTL, as you can see in other threads people are quitting because of JTL (they don't want an action game they want an RPG, they don't want to be forced to group etc... etc... etc...), and those issues need to be addressed quickly before we have a crop of 'uber' ultra low mass items floating around, more people quitting because they are fed up with mission difficulty etc... Much as it would nice to be elite and say we're better off without them, the more people that play SWG, the more money they have, the more money they have the more level designers they can hire, the more devs, the more content we all have to enjoy.
Early on when people were using basically an exploit to get huge amounts of faction quickly (for 3 at-st's and full ST armour in like... a day) they took swift action. This isn't quite as severe but I'd put it on par with the armour/buff issues and defense stackers. They should have dealt with defense stacking problems, and armour/buff issues before the game went live, failing that as soon as they saw a defense stacker solo a krayt dragon. But they didn't, so now we've had this permeate into the game and cause all sorts of problems for the culture and loot.
Some of the stuff the initial poster talks about are things that require new art assets, scripting time, backend database management etc... Now obviously they have various priorities here. Privateers need a master level ship other than the firespray. The whole inventory on a ship is another problem entirely since there are some fundamental inventory problems in game. That vendors are largely being used as item dumps seems to demonstrate the problem, the items will find some way to exist or crafters will get very unhappy. So they need to address those issues.
The idea of being able to walk around in a starbase (and have them like a city) while interesting is a lot of dev/art time and I'm not sure its something we'll see soon. I'm guessing (I'm not certain but I'm guessing) that to make starbases do that is the same as adding a new planet back end which is would be a lot of work, for not much gain over stuff you can do on planet. Storage on ships, certainly true the way it works now doesn't make a lot of sense, but it took them till like a month ago to figure out how to make trunks etc.. into containers so I suspect there is something more complicated back end about making this hold items (same as bandoliers).
One of the core problems with the quest system is how grouping with affect it (same with the xp system). In space if you do 5% of the damage to something (1/20th) you get full xp. So two weeks from now someone in my guild who just gets the game for whatever reason, can just have a master or 4/4/4/4 pilot baby him around after the first batch of missions. Get him all his training and do quite literally 95% of the work xping, and voila, you have a 4/4/4/4 pilot in a day or two (whereas now it takes about a week it seems). That isn't good for the long term health of the game.
The long term impact of the current state of JTL needs to be addressed. The same sort of thing as buffs that are for 2700 points. One set of them isn't a big deal (hey I remember original beta and doing specials with CDEFs to safe ham costs then switching guns for normal shots and the like), but thousands of them has really trivialized a lot of content. Both the buffs and armour issues are things that needed to be addressed right around when they came out, or it seeps into the cutlture of the game. Now that they are there (and have been this way for what, 7, 8 months, a year?) they aren't easy to change, because the people who were sick of that left already, and won't come back and the people here now are both used to it and expect it to be this way, as well as new content being somewhat balanced around it (2700 point buffs and 66% base composite and you still can get butchered in the DWB and corvette is a good indication the new stuff is balanced around it). There are some fundamental problems with JTL, as you can see in other threads people are quitting because of JTL (they don't want an action game they want an RPG, they don't want to be forced to group etc... etc... etc...), and those issues need to be addressed quickly before we have a crop of 'uber' ultra low mass items floating around, more people quitting because they are fed up with mission difficulty etc... Much as it would nice to be elite and say we're better off without them, the more people that play SWG, the more money they have, the more money they have the more level designers they can hire, the more devs, the more content we all have to enjoy.
Early on when people were using basically an exploit to get huge amounts of faction quickly (for 3 at-st's and full ST armour in like... a day) they took swift action. This isn't quite as severe but I'd put it on par with the armour/buff issues and defense stackers. They should have dealt with defense stacking problems, and armour/buff issues before the game went live, failing that as soon as they saw a defense stacker solo a krayt dragon. But they didn't, so now we've had this permeate into the game and cause all sorts of problems for the culture and loot.
Some of the stuff the initial poster talks about are things that require new art assets, scripting time, backend database management etc... Now obviously they have various priorities here. Privateers need a master level ship other than the firespray. The whole inventory on a ship is another problem entirely since there are some fundamental inventory problems in game. That vendors are largely being used as item dumps seems to demonstrate the problem, the items will find some way to exist or crafters will get very unhappy. So they need to address those issues.
The idea of being able to walk around in a starbase (and have them like a city) while interesting is a lot of dev/art time and I'm not sure its something we'll see soon. I'm guessing (I'm not certain but I'm guessing) that to make starbases do that is the same as adding a new planet back end which is would be a lot of work, for not much gain over stuff you can do on planet. Storage on ships, certainly true the way it works now doesn't make a lot of sense, but it took them till like a month ago to figure out how to make trunks etc.. into containers so I suspect there is something more complicated back end about making this hold items (same as bandoliers).
Malicious1
Mon Nov 01, 2004 11:17 pm
#43
with the bugs jtl introduced i wont even be gettin that or waitin for gcw or combat....soe is clueless,ill find another game.
3 accounts cancelled 3 jtl sales lost,and as much bad word of mouth aas i can deliver.
they ignore bugs people leave,so why bother with this BS question when you know we arent waitin for sheet
Seshemw
Mon Nov 01, 2004 11:31 pm
#44
admiraljz wrote:Let me guess... you were fiddling with the Imperial Space Station and thought "yes I want to be overt" meant "no, I don't want anyone to attack me," and a Rebel in an A-Wing blew up your starter Tie Fighter, causing you 100 wounds and costing you 200 credits.
Or, perhaps, the person was talking about the existing, actually REAL, forced pvp that's required for the master box.
I predict you'll see early masters (when there's no one else in a good position to harass them), then a huge number of vocal people blocked because when they zone into Kessel to work their master quest, not only will they be facing a hard AI script, they'll have PvP loving 'masters' who are just haunting the script waypoints to kill them so they won't have to face another master down the road.
The *blocking will be amazing and immense. You thought /citywarn was abused? Wait and see what becomes of a master quest in a pvp freeforall zone with the playerbase we have.
stahlej
Mon Nov 01, 2004 11:52 pm
#45
You point out everything which is flawed in JTL, some of which I pointed out in the Beta.
I can't see how you could disagree with any of the yellow points... except Hyperspace to a WP.
All that would make JTL a better and more entertaining experience.. period!
I can't see how you could disagree with any of the yellow points... except Hyperspace to a WP.
All that would make JTL a better and more entertaining experience.. period!
Sineya
Tue Nov 02, 2004 2:07 am
#46
Great post, not that I agree or disagree with what you said (does it really matter) but I just like the way it's written and argumented
So 5 stars.
I would have loved to see Swede commenting more on what he doesn't agree with.
Anyways, to all those asking ground players to be given more JTL content, I'd say "don't even dream of it". SOE is a commercial company period, and ever since EQ expansions, whenever they decide to put time and effort into developing an Expansion they want to make sure there are enough reasons for as many players to buy it. Sure the guys we are in touch with (TH, Tiggs, Runesabre, JustG, Swede, GM, etc) are Star Wars and game lovers but the guys behind and who really decide (those that are responsible for talking to investors) care about "quarter results".
Owen-Lars
Tue Nov 02, 2004 3:41 am
#47
Not realy, alpha testing for the combat upgrade will come first with me.
DeusMalleus
Tue Nov 02, 2004 4:26 am
#48
I think we need to remember that JTL as it is now is just a base for the coming game.
THere are flaws in JTL, but Im sure that content will be added and buggs will be sorted. I know that alot happened during beta and that the dev team was working hard to sort everything out.
People that are allout negative probably have their reasons, but I for one enjoy my time in SWG, I can look through the bugs and to be honest there are few gamebreaking bugs, they can be annoying at time but we can get around it.
In the end its what you do with what you have as a player. A game can never be exactly as a certain player wants it.
I like the original post alot since it brings forward both the negative and possitive parts, it shows that you are thinking and not only whining.
Ramona_Garcia
Tue Nov 02, 2004 4:42 am
#49
They should drop the forced PvP for Master. We all know what kind of people we have in game, and what they will do - camping the zone and killing off easy prey.
DarkRenown
Tue Nov 02, 2004 5:02 am
#50
Wow, helluva post (the original one). Agree with some, not with some, but like the way it was structured and well written.
Agree that player cities should have Starship terminals, that would be cool, very cool
Agree that autopilot on Lady Luck whilst u walk around would be excellent
Cargo holds, don't agree. TIE's were stripped down to bare necessities to give them spped, hence the pilots needing to wear special flight suits.
Ship classes - again don;t agree. One of my personal challenges as a Shipwright/Pilot is to get the best equipment into a Scyk. These ships may be small, but they are very very fast and nimble, imagine level 6 equipment in it, with good countermeasures, trying to hit the damn thing. But also agree, danger is that everyone will jump into the biggst ships they can and pack them with best equipment.
I like the Vet Reward, in fact, I have moved house into it, and made it my home, rather than my storage bin (which my old house was). I have kept my house for my Resource warehouse, but my home is my ship, and I love it.
Mining in Space - oh please let this happen one day, this would mean I could drop my land based game entirely except stocking my Vendors!!
your plus points are all very well made.
What I would like to see, is Space Stations that are craftable. By this I mean they take 9 lots, but work like a guild hall, so you can create a guild base in space. Obviously, have massive no build zones, but imagnie having your own guild Space Station. Architects could craft habit modules to attach to it (houses), you coudl place Factories/Cantinas/Med Centres/Cloning Centres in it, and register your ship as yuor domicile linked to the Space Station.
Why? no idea, just thought about that idea and it got me all excited! You could never land again!
ac7
Tue Nov 02, 2004 5:16 am
#51
After Beta I cancelled my account, but I gave in and got the game yesterday. Big Mistake. So far none of my major problems with it were addressed. So now I am recancelling, and due to my dissapointment in the dev team, will not be back this time.
sumner
Tue Nov 02, 2004 5:27 am
#52
AnzelVincir wrote:
RADAR. The RADAR is something that many people complained about in Beta as well. Going back to my other favorite game, Elite, which had a much better RADAR where you could get a visual representation of whether the targets where above/behind, in front of/in back of you. Elite was written in the early 80's by two college students in England. The computer they had at the time had like 4 bits of memory. Come on devs. Let's work a bit on the RADAR huh?
Actually the radar does exactly what you are asking. I find it quite intuitive. The center of the radar is directly infront of you, the outside ring is actualy the point exactly behind you. Think of a clock 12 is up 6 down ect. You have a red dot that is at 3 near the inner ring of the radar. This NPC is directly to your right, you can get a basic idea how far by the size of the dot. Any dot on the outer ring is behind you. A dot at 6 between the inner ring and the outer ring is behind you and sligtly lower. A dot a 11 just inside the inner ring is to your left and slightly above. A dot a 5 between the center and the inner ring is to your right and lower than you. Think of a globe that has had the skin pulled off and layed flat, that is your radar.