Squad Leader Archive

Thread: The Top 5 Issues List Compiled

CaptainVemnox
Fri Jul 25, 2003 11:43 am
#1

Happy Friday everyone! I hope everyone is having a good day so far as I know most of us will get to get in some SWG action tonight!


I've compiled the list and sent it to SOE for this week's top 5 issues and concerns, and wanted to disclose it with everyone. PLEASE keep in mind that this is only 5 of the MANY issues I know we've discussed. I'm limited to 5 and 5 only issues every week and I've compiled this least strictly on the frequency of talk of these issues in our little community. I've tossed in a few bugs in the top to just get our of my and everyone else's system, too. Remember: if it wasn't mentioned this week, it probably will next week. I will make another thread every Monday or Tuesday to talk about that Friday's top 5 list. REMEMBER: I know about the other issues, bugs, etc. so please do not panic if it's not listed. It will all get into the report in due time.


Have a great rest of the day, everyone, and PM me if you have any questions or comments!


===Bugs===


--->Right clicking someone's name in a group and clicking Kick from Group disbands the entire group. This isn't fun when trying to remove someone who logged off (they still remain in the group list) or left entirely without disbanding and is untargetable.

--->Group XP may not be working as intended. There is no substantial bonus for someone to group as opposed to solo.

--->Group commands (especially autoloot, autoharvest, autosplit, etc.) only work about 5% of the time. Please see our discussion at: http://forums.station.sony.com/swg/board/message?board.id=squad_leader&message.id=1079

--->Squad Leaders should not be able to acquire Squad Leader XP when grouped with pets and pets alone. It encourages soloing to a group-specific class.

--->/burstrun stacks with /retreat to grant 4x runspeed.

--->/sys should work the same way /sysgroup does, and the command should come in a more noticable text.


===Top 5 Issues===


Note: Please see the official thread at http://forums.station.sony.com/swg/board/message?board.id=squad_leader&message.id=959to see where this list is complied from. It is a contiplation of the most frequently occuring ideas and issues the community has presented.

Note 2: Volatris and friends have put together a splendid full-length report at http://forums.station.sony.com/swg/board/message?board.id=squad_leader&message.id=758if you wish to read more in-depth about this and other ideas.

Note 3: These are in NO particular order.


(1) The Mobility line of the Squad Leader is insubstantial. It's cost vs. benefit is not rewarding what it should.

Suggest: Implementing movement speed increase that is pulsing active AND/OR Increase the benefits alreadyin placeAND/OR create a new line of commands to fill in the gaps.


(2) Mind costs and fail rates of Squad Leader commands are phenomenally high. The mind drain takes off over half of most players' pools and the commands fail more than they succeed.

Suggest: Reducing the cost of all Squad Leader abilities AND/OR giving a small mind heal to the Squad Leader to use on self and group members such as /encourage or something to that nature (squad leaders speak to their troops!) AND/OR reduce the fail rates of all Squad Leader skills to either a set number or to a variable number that gets lower by the higher Squad Leader skill you have AND/OR the costs for the Squad Leader abilities should be based on the number of people in the group (why should it cost the same to heal 2 people as 20?)


(3) The Novice Squad Leader skillbox grants no abilities other than the non-gameplay useful /sysgroup command.

Suggest: Putting a lesser value of the upper skill box's abilities here AND/OR implementing a new ability all together (many have suggested letting Squad Leaders do the NPC faction person's job by being able to recruit, promote, etc. (everything but sell equipment) for their faction.


(4) /boostmorale is balancing wounds, not damage. People who just arrived successfully healed may find themselves down several wounds when just joining a group.

Suggest: Allow /boostmorale to balance damage, not wounds.


(5) The way Squad Leader XP is calculated has no relavance to what the Squad Leader is actually doing. An in-depth discussion on a new forumla can be found at http://forums.station.sony.com/swg/board/message?board.id=squad_leader&message.id=974.

Suggest: Definently, without a doubt, Squad Leader XP should be based on the group's damage as a whole, not as how much damage the individual Squad Leader does. Squad Leader commands, when used, should grant a small amount of XP. There are many great forumlas and discussions in the above linked thread to give a better idea of what we think.



::: Void Vem :::
::: Gorath Galaxy :::
- Canceled -
Flookmastah
Fri Jul 25, 2003 1:03 pm
#2

I would have included the suggestion to make the Leadership stat a possible factor in fixing the fail rate. Leadershipcould begained as you get closer to Master (since veteran SLs would logically have folks listen to them more intently) and be checked each time an order is given. This would also give humans some sort of saving grace (as of now they have none).

DiLune
Fri Jul 25, 2003 1:54 pm
#3

I'm just glad you snuck more than 5 things in there. I'll be very glad if they listen to us. I don't get the feeling that Squad Leader has ever been high on their priority list, but here's hoping.
Flookmastah
Fri Jul 25, 2003 2:05 pm
#4

one of the reasons we're not high on the priority list is that we don't complain much... hehe


we're the UNSELFISH players... and in or der for wholesale nerf/fixes to be done to a class, there has to be overwhelming outcry on that issue.


It's sorta funny... the VERY few Squad Leaders there are in the game should be a small indication to the Devs that the class is rather undesireable at the moment... but since there are so few of us, and we are mostly in the playstyle type of "helper" and thereby unselfish, complaining doesn't necessarily come with that territory. lol

CaptainVemnox
Fri Jul 25, 2003 2:23 pm
#5

Lol I stated 3 times that this is only for this week and I will address the other things next week and already people are like "Omg where is...".




::: Void Vem :::
::: Gorath Galaxy :::
- Canceled -
Volatris
Fri Jul 25, 2003 2:26 pm
#6

The weekly thing sure is strange...


... its not like they'll implement any of this stuff before the next list is due...


It takes, say, at best, 3 days to develop something and get it out on test center... give it a week and a half (10 days) there to see its stable and not breaking everything else... and then finally one more day to get it on the live servers...


14 days, a minimum of two weeks before you see any non-hotfix changes (and nothing here would qualify for a hotfix).


So should our next week's list say the exact same thing, since nothing has changed?


Hehe, or should we do five entirely new issues...


Or... some overlap.




____________________________________
Vol: [Squad Leader, Carbineer]
Leader of The Naritus Beatdown Squad: Naritus spawns it, we beat it down.
Dedicated to hunting the most difficult creatures with the best players and most sophisticated tactics.
Kluss
Fri Jul 25, 2003 2:40 pm
#7

Not giving you crap but I do wish the Rally bug got into the bug area. And I don't think it was ever really totally agreed on here about the pets and getting SL exp. I don't us them so I don't care but I remember there being a good split in opinion.



________________________________________
Venorik Jiv'Undus
Master Squad Leader - Tera Kasi Master
Eclipse
DiLune
Fri Jul 25, 2003 3:01 pm
#8

Yeah, I'm in disagreement about them getting rid of pet SL xp...but if they at least look at it that's something I'll take. Look at SL, see that you cobbled it together and didn't test it...and either get rid of it and stop teasing us with the potential or make the changes to make a viable class.
TychusTM
Fri Jul 25, 2003 3:06 pm
#9






Volatris wrote:

So should our next week's list say the exact same thing, since nothing has changed?


Hehe, or should we do five entirely new issues...


Or... some overlap.





I say 5 new issues, plus a section of "issues we've already raised but you haven't address yet." if they actually do address any issues, we can take them out of the second section.


The only comment I have on this week's list is the suggested fix for Novice Squad Leader (allow SLs to act like faction recruiters). That's the first time I'd seen that suggestion anywhere, so I don't know that I'd call it a "community" idea. It's an interesting thought that has some potential, but I definitelywouldn't want to put that ability at novice (too easy to access for people that wouldn't otherwise be SLs).


ScarletPhoenix
Fri Jul 25, 2003 3:55 pm
#10

I like it a lot! I have the fortune of having two of the best correspondents (SL and Ranger), so I'm real happy right now ;-P


One constructive comment, I'd try to make the AND/OR sections a little easier on the eyes. The devs have limited time and I notice they tend to respond to posts that are spaced out a little bit but still have concise content. Perhaps have something like:


Issue 1: Mind Costs


<explanation>


Suggestions (in no particular order):
a) Lower mind costs
b) Make things actually work
c) etc, so forth


Again, nothing at all wrong with the way you had it formatted, but just a suggestion. You could reuse the same template to make it easier for you to not have to format it every week.




- The Bothan
Kluss
Fri Jul 25, 2003 5:02 pm
#11

I look at it as the list would stay the same till something on it gets fixed. At which point we test it and decide if they actually fixed it. there is no way and I do not expect them to fix our 5 concerns in a weeks time. But that is just my 2cp



________________________________________
Venorik Jiv'Undus
Master Squad Leader - Tera Kasi Master
Eclipse
CaptainVemnox
Fri Jul 25, 2003 5:17 pm
#12

Next week I will reiterate unchanged things, then compile a new list. You'll see when it comes time what I mean. When I ask for the list every Monday or Tuesday, it will still be what you think is the top 5 issues. If its unchanged, that's fine.



::: Void Vem :::
::: Gorath Galaxy :::
- Canceled -
CaptainVemnox
Fri Jul 25, 2003 5:20 pm
#13

By the way, an update to my original post here ...


Any and all planned changed next week, I've been told, will appear here:


http://starwarsgalaxies.station.sony.com/in_development.jsp?page=In%20Development


Scroll down to see the HUGE list of upcoming changes. Hopefully we will appear on there soon! But it looks promising by how much they are changing other classes.




::: Void Vem :::
::: Gorath Galaxy :::
- Canceled -
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