Pilot Archive
Thread: JTL Pilot issues list, version 1.04
_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.....
_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.
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.
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.
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:
- Allow an alternate path to master, such as manual collection of the 7.5 million experience required.
- 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
_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.
vizakohmen wrote:
- Rebel Guns
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.
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.
_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.
Message Edited by MistyLee on 11-05-2004 11:04 PM
Message Edited by PadiOne on 11-05-2004 03:04 PM
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
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 ...
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