Bio Engineer Archive

Thread: Today's Patch

Doremar
Mon Nov 17, 2003 10:16 am
#40

Has anyone heard the exciting news? Friday gone, weekend gone, I don't see any relevant posts from TH with the promised "exciting news" that might possibly have even included SL's.


I could be wrong, maybe they posted something. I'd imagine someone would have said something about it by now though.

Indicant
Mon Nov 17, 2003 10:28 am
#41

From TH:


http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=846350



Well, I took Droid_Engineer_Rho’s advice and I did go hiking. I went hiking on Naboo, Corellia, Tattoine and Dantooine I started playing Friday night and I played 3:AM and I woke up Saturday morning and picked up where I left off. I played all day Saturday and except for a brief intermission of Terminator 3 and good company, I got right back in the game and played until 3:AM again (I actually fell asleep at my keyboard, heh…) I woke up Sunday, blew of all my personal chores and errands and played all day again.
I know I had made some posts promising you the Professions updates this past weekend, but Friday night, I was working on Carbines and Rifle and I noticed a lot of things you folks have been posting on range and special moves. I was able to understand a lot of the posts Im reading with more depth because I took the time to go out there and get involved. Im feeling the HAM frustrations and I even crafted a bunch this weekend. I died a bunch and paid my insurance and got fragged on Dathomir twice before I could clone (because I forgot to clone and thought I’d make it back to clone for the second round of missions…silly me ) and I felt a lot of Death and Decay. I was able to play with my Droid, talk to some Droid Engineers, play some PvP and talk to the Creature Handlers. I mixed it up with players from all of the professions actually and in essence, I got to spend time doing what you do and I did it all weekend long. I learned a great many things. I haven’t played a marathon session like that since Beta ended and I think it was a good exercise and I think I need to play a lot more
I believe playing this game as much and as often as you do is important for a lot of reasons, so while I didn’t get my weekly update done or get all the information out to on professions over the weekend, I did get a lot of great experience.
This week, I’ll post on the Professions and I have to work with the Correspondents a bit too. I’m going to be going onto Test Center with the Correspondents and get some “hands-on” experience with them. I’ll give you an update on the AT-ST’s too. I know its been a couple of weeks since you’ve heard anything on this, but we’ll be putting this back at the top of the list and I’ll get you folks up to date.
I have to catch up on some things in the office this morning, but I will come back to this thread and answer as many questions as possible. Please keep the questions constructive and non-ranty-flamey and I will try to answer as many as I can.


Doremar
Mon Nov 17, 2003 6:18 pm
#42

Ah, that explains it, it isn't showing up in the dev tracker.


Course he still hasn't said anything specific about SLs, but oh boy those poor Carbineers. Gimme an f'n break.

Doremar
Mon Nov 17, 2003 9:38 pm
#43

Funny you should say that, because I dropped Squad Leader several weeks ago because it sucks, but I kept Carbineer because it actually does some good. Pretty hefty damage, knockdown, stun, and blind, even though the majority of their skills don't work, no don't give me that carp.


THIS profession needs work if any of em do.


No, my annoyance will continue to be directed at the devs for the one profession that has been nothing but stepped on since late Beta. EVERYONE else has had positive changes and has had valuable abilities. Even chefs have valuable foods and drinks to create now. SLs have /sysgroup and are barely able to attract enough attention to get a game-stopping xp bug fixed within 2 weeks of it breaking.


If Carbineers have it bad compared to Pistoleers, Squad Leaders have it just as bad compared to Carbineers.

Doremar
Tue Nov 18, 2003 2:11 pm
#44

*shrug* Everyprofession has a laundry list of broken abilities and bugs. Even Bounty Hunters have broken abilities, but that doesn't make their profession unfeasible. Carbineers have value to bring to the table. Squad Leaders do not.


When SL starts getting some work done on it, then maybe it'll finally start to fit in with all those otherprofessions that clamor for fixes. The fact remains that we have been entirely ignored and stepped onsince the game was released and have been at least as broken as any other profession the entire time.


The argument I've always made isn't, "All the other profession are okay as is, work on SLs now" as so many repliers have implied. It's more like, "You're at least pretending to work on every other profession that asks, why do you continue to ignore us?"


The path they've been showing us is one that makes us a viable profession by 3rd quarter 2004, if we're lucky and they have time to read the correspondent report by then, even as they make adjustments to every other combatprofession in the game.


Carbineers need work, fine, whatever. That doesn't mean they should get their 4th working ability months before the devs even recognize that SL'sdon't havetheir first.

Indicant
Wed Nov 19, 2003 1:03 am
#45

I'm Carb/SL. While it is safe to say that SL is a lot less functional than Carbine is right now, don't underestimate how duffed up that class is either. Both classes have been bleeding for a fix since day one.
Sundown6
Wed Nov 19, 2003 5:02 pm
#46






Doremar wrote:

Funny you should say that, because I dropped Squad Leader several weeks ago because it sucks, but I kept Carbineer because it actually does some good. Pretty hefty damage, knockdown, stun, and blind, even though the majority of their skills don't work, no don't give me that carp.


THIS profession needs work if any of em do.






What "carp"?


I agree Carbineer's infinitely more useful than SL... I mean, it actually works and I can kill things. But it still has some major issues compared to most of the other combat professions. You say as if fixes to the Carbineers is a bad thing. You know, that profession that eats away HAM like crazy, has guns that does less damage and fires slower than certain pistols, and one thatcan't even get their PROFESSION SPELLED RIGHT four months after release.


Agreed. SL needs infinitely more work than any of the other combat/support professions. And I'd like to see SL's take a front seat to almosteveryone elsein terms of developer attention, just as you would. It's about time that this elite profession did something noticibly helpful for a group.


But I'm not gonna turn down adjustments to Carbineers however or piss on one of the more problematic combat professions around because they get a fix. I hear Pikemen have it pretty rough too. I will get a bit irate if CH's, BH's, or commandos get more tweaks before the SL gets looked at.


What really irks me is that CM's got heal mind in that last patch. You know, the ability that the developers considered giving to us. You know, an ability that might make us useful and desired. Instead, they gave it to one of the already most over-powered professions around. Lovely. Now that sorta thing annoys to no end.

Dixos
Tue Mar 09, 2004 5:46 am
#47

Anyone know what is in today's patch or where I can find out


Thanks



Dixos Solarion
----|------------------- Valcyn


OneHung
Tue Mar 09, 2004 5:59 am
#48

you'll know when it comes out



RETIRED
Strikke
Tue Mar 09, 2004 6:01 am
#49

They are probably sending out the artwork for Publish 7.


In any case, I don't understand why they can't forewarn us of this kind of stuff, instead of leaving us to wonder.




Bloodfin: Dakkor Lightrunner - Adventurer - (Here, There, Everywhere)

Starsider: Heph Starstrider - Master Weaponsmith : Fencer - (Location Classified)

CptCox
Tue Mar 09, 2004 6:10 am
#50

Yeah, it is about time for the trickle-patch to start, well, we'll know when the Devs get in.



No'saj Xoc
- Radiant - Imperial Army

(formerly Vegabond)
Lead Developer, SGCSim
weller001
Tue Mar 09, 2004 7:29 am
#51

its started...I logged on at lunchtime and it took a couple of minutes to download it
certifiedandrew
Tue Mar 09, 2004 7:57 am
#52

Well, here's what I've noticed right-off. I was on Corellia, near Coronet, going to manage my harvesters. I encountered some Monumenter Bandits along the way, and these guys usually are no problem for me. One of them persisted in following me to my harvesters, so I engaged him.


Now, I'm a 4/4/4/3 pistoleer, so I can usually smack the 1.9k HAM Monumenters in less than6 seconds, with Stopping Shot, and Fan shot, which tend to do 1.2k and 800-1.1k damage on unarmored NPCs, respectively. I've got fast pistols.


Well, guess what? Those attacks only did about 400 damage, and my great dodge bonus was seemingly gone, because HE smacked ME in 20 seconds, and almost every attack of his went through. Being groggy so early in the morning, and not having my coffee yet, my response timewas to dull touse myStim B fast enough, cause I was convinced that I would pull through. Something is very wrong. My guess: they've started implementing the combat changes. I think it's time I get my affairs together and take3-6 monthvacation to Vana'diel.


Which means: LIGHTNING SALE ON ECLIPSE! EMAIL ALEXEA FOR STACKS OF ORGANIC/INORGANIC RESOURCES, WEAPONS, GREAT PETS(!!!), DECENT DEEDS, QUEST DoT WEAPONS, CLOTHES, ARMOR, PAINTINGS, STIMS,GREAT FOOD/DRINK,AND OTHER STUFF. I'll be on tonight starting at around 7pm American Central time. Email me with what you need, and I'll reply with what I have.



*edited by admin*
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