Bio Engineer Archive

Thread: 19 answers

Steppencat
Thu Apr 22, 2004 6:01 pm
#53

After reading this I feel like I just read a post from October.


Sorry, I don't buy one thing I read. I'll believe it when I see it in action.
Ryutek
Thu Apr 22, 2004 6:20 pm
#54

I think one of our (Teras Kasi) main questions at the moment is:


What is going to be done about our apparent loss of a Correspondent?





Just gotta keep checking up on ya



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Bull8615
Thu Apr 22, 2004 6:25 pm
#55

TH,



I was wandering are we going to get more uniforms to show what factions we are ......cause me my self i love being Empire and i wanna wear a scout trooper uniform and its no fun to wear just a trooper or dress uniform with no hat to wear with it.....and i bet rebels have the same problem with rebel uniforms...



"I Will Be The Most Powerful Jedi Ever , I Promise You.... "- Anakin SkyWalker
DVader539
Thu Apr 22, 2004 6:42 pm
#56

This a good step in the right direction. Thank you.



Click here for proof that the Devs hate Riflemen. And here's the kicker! (Seperate thread)
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There are few things you can post, for everything else, there's a CSR waiting.

TechBoss
Thu Apr 22, 2004 6:52 pm
#57








Thunderheart wrote:


Well, they are still valid, positively presented questions


Why is specials so far down on the list?

They have to be coded in a specific order because the first item is a foundation for the next, which is a foundation for the next and so on. For instance, if we balanced all the specials tomorrow, they would all be connected into bunches of numbers that are effected by the current system. Then when the HAM went in, all the specials wouldn't work properly because they would have been based on different time delays, speeds, etc.


The order in which they are presented is very much the order in which they have to be designed and coded.


Makes since. Why such a complex system was chosen, I am not going to comment on further.


I really TRULY do not want to see any profession get nerfed.


Well, in essence, all of the combat professions would be "nerfed" simultaneously, so it shouldnt feel like a nerf, it should feel like a change in gameplay - - which is why the majority of the combat balance has to be done at the same time. Some abilities will increase, others will decrease and all the specials will be useful. To do that, they have to be "balanced" (hence the name).


Am I the only one that thinks this statement actually says, "we're going to nerf everyone." I do not think nerfing is the best way to proceed. Certian dungeons (genosian cave & corvette) have already been buffed to deal with the current combat professions. Are these dungeons going to nerfed as well to meet the new level of the professions? Are we to assume the current con system will be truely representative of our post balance power?


Why is it going to take more than a year post-launch to make this happen?


It's not. We've been talking about things internally a lot. I've stressed the importance of these changes and everyone agrees. We've been going over the implementation details for a couple of weeks now so that we can get this back on track. JustG will be going into more detail in his next State of the Game letter which will be coming out in the next couple of days.


I bet it takes longer than a year from launch.









-----------------------------------------------------------------
"List?..... Where is this "list" you speak of. Writing something on toilet paper and then wiping your ass with that same paper doesn't constitute as a list." from BH forums in regards to combat balance list of issues.
ssublime42
Thu Apr 22, 2004 7:22 pm
#58

My only concern is for example, if im a master doctor + master elite combat profession i cannot have a vendor, yet a master artisan + master crafter + master elite combat profession can have a vendor.


I dont know how you feel about this, you dont want to give us cheap surveying, i can live with that, but is there any way to get us 1 vendor? We just dont have the skill points unless we sacrifice our combat abilities.



- Colonel MastaShake 'S'yn of Interplanetary Traffic Safety Squad and Patrol
Loriena
Thu Apr 22, 2004 8:07 pm
#59



Thunderheart wrote:

What is the exact effect that the effectiveness rating on crafting tools and Crafting stations have on the crafting process and are they working as intended?

The effectiveness rating on crafting tools and stations influences the chance of success or failure during the assembly and experimentation stages. These are working as intended.





Thanks for all these answers, but the answer above is not what I would call the description of an "exact effect".

CAN WE GET A FORMULA, PLEASE?

So what is the difference in chances in assembly and experimentation results between using a 15.00 crafting tool and a 45.00 crafting station to using a 5.00 crafting tool and a 15.00 crafting staton?

Maybe the architect correspondend could push this question again and make it clear that this requires a "hard facts" answer with some numbers? This a a central question to all crafting classes and I think EVERYONE would like to get a clear and precise answer to that.
Gyopi
Thu Apr 22, 2004 9:45 pm
#60







Thunderheart wrote: In response to our December top 5, the devs wrote: We are aware that items that have reached 0/0 condition are still equippable, it is not suppose to work this way. We consider this issue a priority for your profession and we are working to resolve it.


This issue is particularly problematic because completely decayed items not only are equippable but alsostill grant full bonuses from bioengineered panels or from skill tapes when equipped. In addition, there is a concern that if items become unequippable at 0/0, people will purposely try to "fail repairs" to get the item to 1/1 so it will never reach 0/0.


The Tailoring Community wants to know what steps have been taken to correct this problem, what additional progress still needs to be made, and when the bug fix will be patched in.


I’ve been pushing on this issue and it’s currently scheduled to be fixed in Publish 10






Thank you very much for pushing for this. I am a little worried that this may end up being too little, too late, though. For many of us, sales have fallen to a trickle and tailoring is no longer a viable profession. People have left tailoring in droves and now almost all of the tailors I see are holotailors yelling in the starports that they have all of the loot schematic clothes for sale (never trust a tailor selling clothes in full composite armor). It has been one or two months between publishes. That means that tailoring will get at least a little relief maybe in July, but possibly as late as September. By that time, most of us old tailors will be forced to leave the profession (and possibly the game) and it is questionable whether new people will take our place.


Please do not let them cause those of us who have really enjoyed tailoring for all these months to leave. Help them to understand that there is a crisis going on in the profession right now and something needs to be done before the damage can no longer be repaired. I know that for the majority of people (and probably the designers) that helping us tailors is not as interesting as spiffy new guns, or combat rebalance or the GCW. All of these are extremely important, but there is a section of the player population who feel that tailoring is important too. Please make sure that our issues are fully considered and not just worked in between the most popular items.


Just to end, tailors tend to be some of the more creative people in the game.


creative people + stagnation = bad!


This constant publish after publish with nothing really changing except a few of the old clothes can be made with mods on them and a few chef's clothes takes the creative and fun aspects that drive us to professions like tailoring out of the game. I am feeling like everything has already been tried before as far as colors and combinations.






Momoko--Master Tailor near Kaadara on Lowca--
Come to Sitateya boutique at (5083 5804) on Naboo for elegant fashions, accessories, cute outfits, uniforms or any other clothing needs.
Eimi -- Master Bioengineer - Master Image Designer on Lowca--
Eimiko--Master Image Designer on TestCenter--

_Paclya_
Thu Apr 22, 2004 10:10 pm
#61

Hello TH, I'm glad that you mentioned the Combat rewamp because it's one of the changes I'm waiting the most (ok with JtL ).
I have a question about it : are the doc buffs considered in this future system ? Because for the moment the buff system is quite overpowered (you can solo too easely, armor disavantages are nullified). Try to kill someone with buff and a composite armor (which can be used with no problem with the doc buffs) using a blaster ... you'll have hard time
And will the armor beeing looked at ? Like giving other disavantages (slowers moves, slowers hitting rate ....).

thanks !



---------
Paclya, little pistolero extraordinaire (but still killing people with a sardonic grin ... well, to be honest I can't kill much people)
Visit PacTweak, all the slicing tools you need (closed for renovation)
-Chimaera-
Masen
Thu Apr 22, 2004 11:44 pm
#62

RE: The male wearables for dancers. Adding in the schematic for the male leotard is a nice touch..but those things sell for a LOT, and few dancershave that kind of cash. The only male dancers that would want these things are the ones that are actual dancers, and plan on sticking with it. Could you PLEASE add a non-loot using the same model (ie the Exquisite Leotard/Exotic Leotard) for those who don't have the combat skills to do Jabba's themepark, or the cash to buy one? It seems more of a tease than adding something, female dancers still have a half dozen accessories that the malescan't use, and the males got nothing of their own that women can't wear, at least not that dancers would want. What us male dancers wanted to know was if we're getting more entertainer clothing- a quest loot drop just to be able to wear something that is given free to most every female dancer by another dancer is patently unfair. Going with that logic, females should be banned from using half the armor, it's 'too manly' and if they want good armor, have to go get some RIS or other loot schematic armor, or pay 350K + for a suit if they want to do combat.


I hate to complain when we're FINALLY getting something..but making it in the form of a quest loot? Come on..I don't care about a 5 point bonus to dance healing, I can get better from a BE anyhow. It's the CLOTHES I care about, and it's still going to be nearly impossible. Couldn't you flatten out the chests on some of the meshes, and just make the clothes wearable by both sexes? That would solve the whole problem I'd think.


Another note- I'm not a twi...but come on, can't the poor males be allowed to wear the lekku headwear too? as it is, I think they got one, MAYBE two of them that they can wear.



No I don't have a freakin sig. Just make something up and pretend it's here man. woman. umm...Whatever.
kronus909
Fri Apr 23, 2004 1:03 am
#63

ThuderHeart forgot pikeman , they are always gettting swept under the rug




Balthasar

D
ark Jedi
Knight

kronus909
Fri Apr 23, 2004 1:04 am
#64

ah never mind me i cant read




Balthasar

D
ark Jedi
Knight

sworddanser
Fri Apr 23, 2004 1:14 am
#65



on tailor thing, ok but :



maybe we should get a way to get back our SEA, because if this goes live the price of SEA will go crazier :/



_____
Kapok - guild shop at 2218 1777 near Keren
Master Weaponsmith - 11 experimentation points
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