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I-ku-u

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  1. It appears this suggestion (http://www.swtor.com/community/showthread.php?t=326033&highlight=numpad+quickslot) was taken to heart. But without proper consideration for all the use cases involved. For one of my quickbars, my keybindings are all ctrl+<some numpad key>. After his patch, *all* of them are shown with the text of "c+Num". So an attempt to visually distinguish between multiple pairs of keys has instead caused all numpad keys used with any one modifier to be visually indistinguishable from each other. Nice attempt to improve things that instead makes the situation worse. Since the problem seems to be caused by a lack of space for the full text, might I suggest that instead of displaying the string "Num 1", as suggested in the above link, that you use "N1" instead?
  2. Yes, well, while it's easy to come up with work arounds, it doesn't change the fact that it's a bad and likely buggy mechanic.
  3. Here are more specifics regarding situation 2: The Fungal Breeder spawned next to me while I was looking at a pub player that had just walked up. I had death field prekeyed, so I *immediately* clicked near the Breeder, which aggro'd it to me, causing it to turn to me, then Khem as he grabbed aggro from me. Death field opens with instant damage, so at this point I undeniably tagged the mob, given the way tagging is supposed to work anyway. As I the placed my dots on the breeder I noticed the pub player (unflagged btw, in case it matters for the devs) close in and open up with his DPS. This caused the breeder to die quite quickly compared to what I was used to when taking them down solo - which is why I explained my gearing in the initial post. Since my suspicions were already primed by the events with my alts, I explicitly noted that the Breeder *stayed* red to me the entire fight while also doing my normal attack sequence. Yet when the mob died, the pub player looted the breeder and I didn't get credit (I know because I was tracking the relevant achievement). It is simply not possible for the conventional understanding of tagging to explain this sequence of events. It also seems impossible for lag to explain this, as the sequence of events was otherwise fully consistent.
  4. Then I see that my description of events was not sufficiently clear. In situation 2, your comment clearly doesn't apply and I fail to see how my description thereof could be misunderstood by any competent reader. In situation 1 I was attempting to explicitly describe a different form of what appeared to be the same case, but I did not intend to exclude situation 2 from the sequence of events experienced by those alts - my bad. There were some fights where my mid-level alts would tag all the adds and yet still lose the kill credit to a 55 that had not yet engaged by the time of my tagging. To put it another way, when on my alts I first assumed it was because of lack of tagging, but tagging the adds first to address the issue made no discernible difference.
  5. I've opened a ticket for this bug, but in a necessarily very abbreviated form. Short form: During this event it became clear to me that many players are aware of a kill stealing mechanic *and* taking advantage of it. Situation 1: One of my mid-level alts tags one of the rakghoul event mobs (infected <foo> or rakghoul, doesn't matter) - starts DPSing while the level appropriate adds spawn - kills first mob only to find some nearby 55 has engaged the adds and usually kills them quite quickly (depending on the level of my alt). Said 55 gets sole credit for the kills. It happened so often for my mid-20 level alt that he barely got any adds killed - this was *very* annoying. Situation 2: My main, a level 55 who I have played so sporadically since before the Hutt Cartel came out that she is still only partially geared in Basic level gear, tagged a Fungal Breeder. During the fight, a nearby player (not grouped) went all out DPSing, even tho' I had not asked for help. The mob's nameplate was red to me the whole fight (in which I was fully engaged, just to be clear), yet I did not get credit for the kill and the other player looted it. Initially I wasn't even sure this was a bug, but my search efforts found only references confirming my understanding that tagging the mob is sufficient to ensure kill credit. From situation 2, this is clearly not the case. My *guess* now is that total DPS is the deciding factor, but I really have little info to work with. As to situation 1 - if the mobs are specifically *spawned* for a particular character/group, why allow anyone else to get credit at all, especially as they despawn if the players disengage from the fight?
  6. Since part of the issue is that lumping hides the magnitude of the work done & changes made, I suggest that you include a counter. So perhaps say, "Fixed 2+ environmental issues on Ilum" or "Corrected a total of 15+ clipping issues on Tatooine, Belsavis, Balmorra, and Coruscant." The "+" gives you leeway to not be pedantically correct while still sharing the magnitude of the effort and changes made.
  7. (This is also a repost, sent to the wrong forum initially) To add some specific details that may actually aid in fixing this... I use my mouse wheel to zoom the camera in and out (likely not relevant to the behavior), and I can tell from careful movement of the wheel that the camera's zoom distance moves in small steps. When I initially log in, and whenever I change areas, the camera is always zoomed to a particular distance, which I've learned to recognize exactly due to the relative position of my feet compared to my quickbars. My preferred zoom distance is actually just one step farther out from that default. The interesting bit is that when I move my mouse wheel just enough to zoom one step out, the camera actually jumps two steps - as if the game thought it was at the right distance already. So to position my camera as I prefer, I have to move my mouse wheel to zoom one step out and then one step in. Further adding to the annoyance is the behavior that results from taxi rides. Some destinations (like the western imperial stop in Ilum's PvE area) nearly always place my camera zoomed all the way out, instead of the usual default distance. And again the behavior seems to be that zooming in a single step positions the camera as if I had moved it one step in from the distance it was at before the taxi ride, so I have to change my zoom distance twice (once in and once out) to set it correctly. In short, the camera distance that gets used is often, from the player's perspective, an arbitrary default, while the client itself thinks that the camera is at some other distance, which then gets used as the basis for however the player adjusts the camera zoom. This is an independent issue to the angle of the camera also getting reset when entering a new area, which perhaps is a design flaw instead of a bug because it appears there's no support for that actually being saved.
  8. To add some specific details that may actually aid in fixing this... I use my mouse wheel to zoom the camera in and out (likely not relevant to the behavior), and I can tell from careful movement of the wheel that the camera's zoom distance moves in small steps. When I initially log in, and whenever I change areas, the camera is always zoomed to a particular distance, which I've learned to recognize exactly due to the relative position of my feet with my quickbars. My preferred zoom distance is actually just one step farther out from that default. The interesting bit is that when I move my mouse wheel just enough to zoom one step out, the camera actually jumps two steps - as if the game thought it was at the right distance already. So to position my camera as I prefer, I have to move my mouse wheel to zoom one step out and then one step in. Further adding to the annoyance is the behavior that results from taxi rides. Some destinations (like the western imperial stop in Ilum's PvE area) nearly always place my camera zoomed all the way out, instead of the usual default distance. And again the behavior seems to be that zooming in a single step positions the camera as if I had moved it one step in from the distance it was at before the taxi ride, so I have to change my zoom distance twice (once in and once out) to set it correctly. In short, the camera distance that gets used is often, from the player's perspective, an arbitrary default, while the client itself thinks that the camera is at some other distance, which then gets used as the basis for however the player adjusts the camera zoom. This is an independent issue to the angle of the camera also getting reset when entering a new area, which perhaps is a design flaw instead of a bug because it appears there's no support for that actually being saved.
  9. Um, do you folks realize that the SMTP e-mail system was not designed to deliver mail instantly? It was designed with a built-in buffer between hops, in case any intermediate server was temporarily down. It was designed to get the mail there eventually, if at all possible, and when it's most convenient, which usually is "right away", but could equally well be, "only in the middle of the night". The fact that, most of the time, our e-mail arrives effectively instantly is not something that can be relied upon, even if we all want it. This issue doesn't affect me in the least, but I still find myself annoyed by the design of it.
  10. So, from a story perspective, why would an imperial player want to stop what the Dread Masters are doing?
  11. Oh, and one more: 18) I can't easily distinguish my buffs/debuffs from those of the rest of the party so, for example, I can't tell whether the Affliction currently in effect on a mob is mine, or another sorc's in my party.
  12. Some of the papercuts that I have, in no particular order, are from: 1) On the map, selecting to show Vendors works great, but other frequently useful things like Mail or Cargo don't. 2) Needing to remember that "this crafting mat" is "lvl <foo> and type <bar>" in order to then find a suitable mission that might yield that mat. 3) The camera position and distance get reset when changing planets, entering/leaving FPs and taking taxis (and for taxi's about half the time the distance is far away instead of close, depending on where one arrives). 4) I can't see the difference between repeatable missions and non-repeatable from the floating icons. 5) The stories for repeatable missions don't make sense for being repeatable. 6) I have four chat tabs open in three windows - shift-clicking to link something always puts the link in one particular chat window, but it's usually not the same as the one I'm already typing into. 7) Escalated bug reports (which is to say, all of them) always end up with the "we'll look into it and you won't hear from us about it again" message - it's demoralizing. 8) Clicking on a crew skill that I've dragged to a quickslot opens the appropriate skill window, but the drop menus for for companion are empty (or say "null") and for mission level are truncated to the last level used, unless I've recently opened the crew skill window (I reported this as a bug months ago, but from the lack of attention it got, I guess it's not considered a bug). 9) I can go from riding my speeder to stealthed in one click/keypress, but not vice-versa (or maybe it's the other way around, I forget and can't check right now) 10) Opening a ticket closes all other UI windows, which is painful when trying to report an issue that requires referring to info only visible in some other window like, for example, map coordinates or an item description. 11) The character screen drop menus for stats don't intelligently choose which two to show for the given character/companion, for example, Melee is the default choice, but never makes sense for my sorcerer. 12) The character clothing preview window doesn't support color-matching. 13) When I send a mail message, the mail window changes back to showing the inbox, when I'm very much more likely to either be done or have another e-mail to send. 14) The crew skill window is poorly designed in that so much space is wasted to show me that my idle companions are, in fact, idle - with the result that it creates a bias towards using the companions listed at the top 'cause I have to scroll to see the lower two. Using small icons next to each companion portrait and only using the space of a progress bar in a separate area when the companion is actually busy would make that window much quicker to use. 15) I have rarely read the mission descriptions so, for me, they waste space in the mission window, forcing the window to be scrolled to see all the missions available. Maybe show a full description on mouseover, but keep it short enough in the window that scrolling is never needed to select a mission. 16) Selecting a mission and then a companion scrolls the mission window back to the top, possibly hiding the mission selected (addressing #15 makes this one not an issue). 17) My alts are not completion options when addressing a mail message, unless they are in the same guild or I've added them to my friends list.
  13. A boon would be that if I click (or right-click) on a crafting material that I *could* get from a crew mission, the available missions that *might* give that material become listed in the mission window.
  14. Not only will they give it away for free, but all of the high end content that they expect us to pay for has stories that contradict the repeatable nature of the content. So the folks paying for it get conditioned to ignore the story as it just doesn't matter to the game play.
  15. 1) A Clear button that empties *just* the tab it's associated with. 2) Put party/ops need/greed loot choices into a separate chat category. I forget whether they're part of party/ops info, or party/ops chat currently, but either way, after a boss kill, they swamp the rest of the chat window, making it hard to find the messages I actually find interesting.
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