Pilot Archive

Thread: JTL Pilot issues list, version 1.04

Mankind00
Fri Nov 05, 2004 6:48 pm
#40






_Smoke_ wrote:








mrkab wrote:


Are there instances where not even the player who disabled it can damage it? I hadn't heard of that.









Correct. For a brief period of time (between four and six seconds) the disabled ship will not take additional damage from the player who disabled it. I realize that disabled vessels not taking damage from players other than the one who disabled them is normal and in fact desired to prevent griefing. The being totally invulnerable for a few seconds is a bug. I'm going to try to reproduce this again today to confirm that I'm still seeing it happen.


~S






I was under the impression that this short time of no damage was to stop you from doing more then just disabling, so if you have three people working to disable one high level craft to dock it none of those people can destory it by accident.


& the Rebel Helmet, I have a feeling TH might have mentioned something about it in Beta.....





___________________________________
Mankind / Karka Nay'fey - REJEK
Ace Alliance Pilot
"It's time to prove to your friends that you're worth a damn.
Sometimes that means dying, sometimes it means killing a whole lot of people. "
Galactic Senator
FarStar Pilot Helper List -- The Friday Night Hunt -- FarStar Space Event (Ep4)!


DeusMalleus
Fri Nov 05, 2004 7:29 pm
#41






_Smoke_ wrote:



Lag and Warping: Many Pilots are reporting problems with lag and lag-warping in various degrees of severity. The level of dissatisfaction with network performance has been steadily increasing and I expect to see it become the subject of outright ranting sooner rather than later. Any progress in this area would be much appreciated by the entire community.






This never happened to me on Beta, but does on live.
I play from europe on a european server, so the ping was way higher on beta, but no problems whatsoever.

It looks to me as I get out of syncronization with the game. Enemies are not where they are on my screen, if the enemie moves in a wide circle I can actually hit behind them and register hits. If they turn or change direction I get the infamous "drunken bee" behaviour.


This is happening totally random, sometimes it worrks sometimes it shifts me out of sync. Basicly half my playing time im out of sync, when I get this it lasts for about 2-5 minutes and then im back to normal for a while.

Its hard to see when I get out of sync, but when I get back it always gives me a rollback.


I have checked through all my settings, tried to compare to how it was on beta, I havent changed anything to my knowledge. Computer hardware/software and connection still the same.

It would surprise me if this is client side apart from possible settings in swg config that the game/launchpad sets.



---------------------
Deus Mallei - Co-leader Ordo Malleus - Cragstone - Naboo - Farstar
Malleus - Testcenter

Master Pikeman - becouse we have the coolest moves

Mandalorian Helmet Mandalorian leggings Mandalorian chestplate JetPack
FixerMX
Fri Nov 05, 2004 8:31 pm
#42


DeusMalleus wrote:
It looks to me as I get out of syncronization with the game. Enemies are not where they are on my screen, if the enemie moves in a wide circle I can actually hit behind them and register hits. If they turn or change direction I get the infamous "drunken bee" behaviour.
This is happening totally random, sometimes it worrks sometimes it shifts me out of sync. Basicly half my playing time im out of sync, when I get this it lasts for about 2-5 minutes and then im back to normal for a while.
Its hard to see when I get out of sync, but when I get back it always gives me a rollback.
I have checked through all my settings, tried to compare to how it was on beta, I havent changed anything to my knowledge. Computer hardware/software and connection still the same.
It would surprise me if this is client side apart from possible settings in swg config that the game/launchpad sets.





This is EXACTLY what is happening to me, particularly over Lok on the Gorath server. It is absolutely infuriating, causing so much frustration during combat that I'm logging much less time in JTL as a consequence. If it's not corrected soon, I'll be giving up the space game.



--

Erann Mox, Master Bounty Hunter
Commando 0040, Pistoleer 0031, Novice TKA
Anchorhead Southpoint (ASP)
Aeneus
Fri Nov 05, 2004 10:15 pm
#43






vizakohmen wrote:

Forced PvP in the Kessel system for Master: Pilots are very vocal and nearly unanimous in their condemnation of "forced" PvP in the Kessel system in order to complete the Master missions. Two suggested alternatives:


  1. Allow an alternate path to master, such as manual collection of the 7.5 million experience required.
  2. Move the missions to the far outskits of Yavin, Endor, or Dathomir (or a random pick between them).

----------------


I completely disagree with this. Making master pilot shouldn't be a "gimme" gained through finishing quests and grinding xp. It should be as difficult, if not moreso than getting your jedi padawan. A master pilot can deal with any situation, including other players. If not, how can they expect to be granted master status?


I regularly kill 15 + ships in a run in Kessel, including other players (when they don't pull a l00zer move and log on me as I am blowing them up); ) and I am only 3322. I actively hunt other players in Kessel. If they can't beat a 3322 pilot, they don't deserve to be called "master". Just because they have a bunch of friends to help them through some missions doesn't give them the privilege of being a master pilot. This rank needs to be based on skill.


However I do feel that master pilots should be banned from Kessel, and only allowed to PvP in deep space with other master pilots and the crazy people who want to hop into space with masters. Otherwise they could actively camp Kessel and keep everyone else from becoming master. Nothing wrong with less skilled pilots PvPing in Kessel with people trying to get master.


I do believe that PvP kills need to give you a lot of XP, based on the pilot's skill level, who you just blew up.


Also, once a PvP engagement begins, /quit needs to be disabled. That is a weak, lame, stupid, cowardly, dishonorable move.


Players should loose 2500 faction points for coward moves.


If you don't want to PvP, forget about master, and stay out of Kessel. If you are afraid of PvP, use the hyperspace button. Don't go to kessel then pull a l00zer move.


My 2 cents for what it's worth.


l8,


viza








Do not get me wrong, I do pvp when I get the chance but as far as it being a requirement that isnt right. this game is set up so that you pvp only if you want to, no other part of the game requires you to pvp.



Glory to the Empire
SharkBoy007
Fri Nov 05, 2004 10:36 pm
#44






_Smoke_ wrote:





Imperial Issues:





  • Harsh Discipline: Imperials do not currently have issues because any pilot suspected of spreading dissent or expressing dissatisfaction with their current situation is executed on the spot.






  • Just Kidding. Mass: A slight increase in the total mass allowance for the Imperial ships with very low total mass allowances is requested.






  • TIE/Interceptor: The TIE/Interceptor is currently underarmed for its tier and role. Imperial Pilots respectfully request a re-examination of this ship's firepower and the addition of another weapon and/or ordnance slot if at all possible.





Good job, all the way around. Love the joke about "harsh discipline". Mass is very important, though. As for the TIE interceptor, actually, we'd be good if we can get another weapon, and a lot more mass, relatively speaking. The rebels will say it's because of the interceptors maneuverability, but currently, the X-wing can be made just as maneuverable, if not more so, based on it's mass. This, to alot of us, negates any argument that can be made about maneuverability.


Otherwise, keep up the good work



Mox Shehalis
Former Unit Commander, Phoenix Rising (RIP 15 Nov 2005)
I AM A MORE THAN A DOLLAR SIGN, I AM A HUMAN BEING WHO DECIDED TO SPEND HIS SPARE CASH AND TIME IN A WONDERFUL GALAXY FAR AWAY.
Ewene
Fri Nov 05, 2004 10:45 pm
#45






vizakohmen wrote:


  • Rebel Guns





Show me one of those guns please... They are (regarding their stats) totally the same guns, doing the same damage/modifiers just the colours are red instead of green, sounds are differentand the icon looks different.

You can put a "Rebel" gun into your Tie.

So where's your point?



Cheers,
Tzimovo & Osmikec / Chimaera
Ewene / Bugfin
SharkBoy007
Fri Nov 05, 2004 10:54 pm
#46






Swiller wrote:

"I'd like space PvP to actually be a dogfight and not a "who shot first" situation. I'd say at least 25-75% reduction in space dmg would be good. Do you really think being hit and dying in a few hits makes for a good game? It really doesn't. It's no fun if you saw the enemy 5 second later just to die right away. Really. Not fun. At all."


No offense, but in dogfights it is generally the first person who gets hit loses. Also it allows for realistic dogfights instead of whoever has the bigger group wins. A smaller skilled force can beat a larger group as long as they are better fliers. It also counters the uber exploited armour and weapons debacle that is on the ground now.


It also gives little ships a chance against the larger ones, as long as they can out manuver them. Also in my opinion fast paced combat=fun, turn based combat versus unkillable gods= not fun.








For the most part, I would agree. However, with ship prices as high as they are, you can lose a ship after a couple of times of dying (not necessarily in a row). If the decay could be somehow mitigated, then maybe we can go with this.



Mox Shehalis
Former Unit Commander, Phoenix Rising (RIP 15 Nov 2005)
I AM A MORE THAN A DOLLAR SIGN, I AM A HUMAN BEING WHO DECIDED TO SPEND HIS SPARE CASH AND TIME IN A WONDERFUL GALAXY FAR AWAY.
MistyLee
Sat Nov 06, 2004 12:00 am
#47






_Smoke_ wrote:


Rebel Issues:




  • Rebel Helmet: The "Rebel Helmet" is the new "Imperial Hat" (meaning that it has become an object of lust and desire for the players). Rebels want the traditional movie helmet as a wearable item.







I'd just like the current one twi'lek wearable. Along with an alternate route to the master box, hell double the exp to 15 million exp. I'd much rather kill more ships and hone my skills to be a true master, then attempt to pay people i dont know to try to kill a corvette, risking getting ganked over and over at the warp in preventing me from doing it at all.

Message Edited by MistyLee on 11-05-2004 11:04 PM



MistyLee V'thyx the cute purple twi'lek
Master Dancer
Shipwright 3/1/2/3
Rebel pilot 4/4/4/4
PadiOne
Sat Nov 06, 2004 1:00 am
#48


I think the Interceptor needs to be added to the list of ships to be reviewed under the convergence issue.


I think that mass should be left alone for now, but monitored going forward.


Leave the master quest alone. It'll make them think about whether or not they want to master the profession this way.

Message Edited by PadiOne on 11-05-2004 03:04 PM



____________________________________________

_Smoke_
Sat Nov 06, 2004 1:03 am
#49






vizakohmen wrote:


[ranting edited for space]


Please either make the changes as stated above to match their changes, or none at all. As it is, the rebels have far too many advantages in space combat.

Thx,


Viza







Why wouldn't you want TIE fighters to be able to carry more equipment? Increasing the mass allowance on the Imperial ships that are the most underpowered will only allow them to carry... more power. If a pilot choses not to load that extra space with equipment, he or she doesn't have to. The net effect to those who opt not to is... nothing. Those who choose to will see the benefits, assuming they choose wisely.


If you wish to effect change to the benefit of your chosen faction, you're going to have to present your arguments in a manner that is not laden with thinly veiled sarcasm and outright insults. I expect constructive, well-reasoned posts from the entire Pilot community and anyone who is unwilling to comply with some simple expectations of civility is unlikely to have their opinions taken seriously.


I apologize if my previous lack of a statement on this matter has led to any incorrect assumptions as to acceptable Pilot community behaviour: I had myself assumed that such expectations were already an unspoken de facto standard and did not require clarification. As such, I take full responsibility for that failure and it is my hope that your actions in the future will reflect this current explanation of the Pilotcommunitystandards rather than my unspecific and undescribed vacuum of the past few days.


~S
Mejowepra
Sat Nov 06, 2004 1:13 am
#50

Very nice list. One thing I see mission though is:

All pilots: Three ships is not enough. For vehicles this is ok since you basically only want one mail vehicle (swoop or av-21) and then have the others as backup (in my case, swoop, av-21, flash speeder). Ships however have distinct advantages and disadvantages. Especially for veterans this limit sucks. Currently I would like to have:

Yacht.
X-Wing (major firepower while still flying well).
Y-Wing (bring a friend)
Longprobe (can have very heavy armor, shields, weapons, missiles etc - best against larger targets of the ships I have so far).

Soon I will want an A-Wing as well.

At master I would want:

X-Wing, A-Wing, B-Wing and Nova, in addition to my yacht.

Y-Wing and longprobe would be mostly redudant at that level I would assume.

Having only _2_ ship slots as a veteran in addition to the 1 lot cost of the yacht is REALLY an issue. I like the 1 slot +1 per tier. So:

Novice => !
Tier 1 => 2
Tier 2 => 3
Tier 3 => 4
Tier 4 => 5
Tier 5 => 6

Alternatively, make novice/tier 1 both one and end up with 5 at master. Never the less, 3 is NOT enough. We have a nice variety of ships which we really can't enjoyu without having to swap ships out which is a major pain in the ...




Mejowepra: Final Spec: MD/MTKA

NasherUK
Sat Nov 06, 2004 1:17 am
#51







I dont think rebels have power over imperials, ties get a nice speed boost which is the thing that counts the most vs fighters. I used an A-wing (which has the same firepower as a tie interceptor) to go from 4333 to master simply because its faster and its great vs fighters, I managed to sqeese an ultra light chaff launcher and proton MK3 launcher on it with about 200 mass left. Take off the armor which isnt much use anyway if your trying to stay light because it wont have much HP (plus ties arnt supposed to be as strong anyway) and you could probably fit the same stuff on a tie interceptor AND go faster. With the weapon power boost imperials get it would be a nice setup.


Also imperials get more ship choice


The thing that needs balancing is ship types, bombers and multi-person ships should get shield and armor boosts to take much more of a beating. Currently a MP/bomber's shields are out in the same time as a fighter's even though its a flying brick that you can't miss.

But really its hard to tell whats balanced atm due to PvP being over after a few seconds no matter what your flying.

Message Edited by NasherUK on 11-05-2004 12:28 PM

Swiller
Sat Nov 06, 2004 1:22 am
#52

Can weNOT ask for nerfing damage.We are going to wind up with the same idiotic ground based pvp game in space. In the movies the ships blew in a few hits. Not with someone plinking it for twenty minutes. The fighting in space should be skill based, not stat based. If they start messing with damage they are going to screw the pooch like they did with ground combat.


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