Armorsmith Archive
Thread: Are we able to safely pull armor from crates yet?
If you pull from converted crates now, the pulled armor will still have incorrect values and not have the refit script. If all goes well, the fix for this will be part of Publish 17. The fix should also correct armor that has already been pulled from converted armor crates.
There are 3 problems with armor pulled from converted crates:
- Armor has incorrect general protection values. These values are lower than the value shown on the crate. In many cases the pulled armor stats are only 50-60% what they should be.
- Assault and Recon armor do not have the proper adjustments to the kinetic and energy protection values.
- The script to allow the armor to be refit is missing
-Avi Stetto
AviStetto wrote:
If you pull from converted crates now, the pulled armor will still have incorrect values and not have the refit script. If all goes well, the fix for this will be part of Publish 17. The fix should also correct armor that has already been pulled from converted armor crates.
There are 3 problems with armor pulled from converted crates:
- Armor has incorrect general protection values. These values are lower than the value shown on the crate. In many cases the pulled armor stats are only 50-60% what they should be.
- Assault and Recon armor do not have the proper adjustments to the kinetic and energy protection values.
- The script to allow the armor to be refit is missing
-Avi Stetto
So when does this publish go live?
Message Edited by blazse on 05-20-2005 10:03 AM
Added brand new saber animations
Re-added some old saber animations
Added Master/Apprentice relationship. The Master and Apprentice will recieve force bonuses when grouped.
Added 6 new styles of jedi robes to increase diversity.
Force attacks now have an increased range of 50 meters.
Fixed a bug where improved force lightning was not appearing in the command list (ctrl+A)
Force breach should now work properly
The max number of bounty hunters that can take a jedis mission has been decreased to three.
Reduced jedi's experience loss upon a Bounty Hunters Deathblow by 1/4 th.
Fixed a problem where crystals where not showing their elemtal damage when tuned and out of the saber.
Message Edited by Jadai on 05-20-2005 10:08 AM
Message Edited by Jadai on 05-20-2005 10:12 AM
Jadai wrote:
Misc.
Added brand new saber animations
Re-added some old saber animations
Added Master/Apprentice relationship. The Master and Apprentice will recieve force bonuses when grouped.
Added 6 new styles of jedi robes to increase diversity.
Visibility.
Reduced Visibility decay timer to one week.
Combat.
Saber Damage has been significantly increased.
Force attacks now have an increased range of 50 meters.
Fixed a bug where improved force lightning was not appearing in the command list (ctrl+A)
Force breach should now work properly
Fixed PreNerf Saber (Added special action attack costs)
Missions.
A bounty hunter will now have to wait one week if he is deathblowed by the jedi before that bounty hunter can take his mission again.
The max number of bounty hunters that can take a jedis mission has been decreased to three.
Reduced jedi's experience loss upon a Bounty Hunters Deathblow by 1/4 th.
Pearls.
Krayts should now properly drop quality pearls.
Fixed a problem where crystals where not showing their elemtal damage when tuned and out of the saber.
Force Ranking System.
You can no longer get FRS from bounty hunter.
Everyone has been reset back to knight status
Jedi Specials
Reduced Force Drain powers
Oh wrong forum
Message Edited by Jadai on 05-20-2005 10:08 AM
Message Edited by Jadai on 05-20-2005 10:12 AM
Hehe I like that publish,
It caused so much confusion on the Bh forum, it was pretty funny![]()
Message Edited by blazse on 05-20-2005 10:30 AM
AviStetto wrote:
If you pull from converted crates now, the pulled armor will still have incorrect values and not have the refit script. If all goes well, the fix for this will be part of Publish 17. The fix should also correct armor that has already been pulled from converted armor crates.
There are 3 problems with armor pulled from converted crates:
- Armor has incorrect general protection values. These values are lower than the value shown on the crate. In many cases the pulled armor stats are only 50-60% what they should be.
- Assault and Recon armor do not have the proper adjustments to the kinetic and energy protection values.
- The script to allow the armor to be refit is missing
-Avi Stetto
I thought you had worked through everything that could be done on test before the cu went live and it had to hit live?
This to me seems pretty stupid to have not tested a refit scriptagainst all game objects that would be converted. how could you miss crates? Isn't that a pretty large think to skip over?
Message Edited by aries_liak on 05-20-2005 01:35 PM
AviStetto wrote:
If all goes well, the fix for this will be part of Publish 17.
Sloppy. Poor craftsmanship, poor planning, poor leadership. Shame on you SOE for not properly testing this before release.
Warryyr wrote:
AviStetto wrote:
If you pull from converted crates now, the pulled armor will still have incorrect values and not have the refit script. If all goes well, the fix for this will be part of Publish 17. The fix should also correct armor that has already been pulled from converted armor crates.
There are 3 problems with armor pulled from converted crates:
- Armor has incorrect general protection values. These values are lower than the value shown on the crate. In many cases the pulled armor stats are only 50-60% what they should be.
- Assault and Recon armor do not have the proper adjustments to the kinetic and energy protection values.
- The script to allow the armor to be refit is missing
-Avi Stetto
I will chime in and say that Publish 17 had better be one HECK of a Publish, for every single profession in this game.
There are way too many issues to list, but many of them include problems with basic levelling of professions (Creature Handler, who none of you Devs have bothered to communicate with after you gated all of your NEW players from levelling to even Tier 1 - for over 3 weeks).
Entertainers are STILL waiting to have their elite professions of Dancer and Musicians actually DO something for being an elite master. Obsolete Musical/Dance Mind Enhancement skill mod should NEVER have hit Live servers.
The CU Publish was the one time when quality seriously mattered on a Publish. And you guys dropped the ball, big time. I certainly hope that all of you have the capacity to realize how upset you've made the playerbase. You won't see a massive drop in player subscriptions immediately, but you likely WILL see a gradual decline in the game's population. If you intend to have SWG survive the fall and winter, I suggest you reinstill the playerbase's faith in you, because your sloppy and shoddy code you threw onto Live (and followed up with minimal changes) has disillusioned many. Make no mistake, you have betrayed the trust many gave to you with making the CU the quality that it needed to be.
Many veterans came back, as they said they would, to try the new SWG. Unfortunately, many saw the same old buggy SWG they left, but in a new form, with new bugs, and some more severe than when they left.
This game deserves better.
And, how the Dev team goofed up something as fundamental as crates of armor, I will never understand. Never.
Don't even get me started on how lightsabers do 1/2 theDPS of any other elite profession weapon, when Obi-Wan sliced a guy's arm off with little to no effort in Episode IV, and cut Darth Maul clean in two with one swing in Episode I. I'm not asking for 1-shot kills, but when 4 Jedi take a few minutes to kill a Level 82 bantha - you're doing something very wrong.
What? You didn't enjoy double XP week? Tempest was only down or lagging so hard that no one could play the game for 4 out of 7 days.
Fivo Asia