Business And Economy Archive

Thread: SWG Economy

Muzz
Mon Jul 11, 2005 11:48 am
#14

Inflation?? It doesn't exist.


And if it did the only way to stop it would be to nerf mission payouts severely. That's theway 99% of credits enter the game,the other 1%from looting corpses.





Orgama

Weaponsmith (12pt), Artisan (14pt), Merchant, Force Crafting Master
ludio ludius utpote 2003, in pello utpote 11/2005
Wolfe26
Tue Jul 12, 2005 12:33 am
#15






P__Day wrote:






Wolfe26 wrote:





P__Day wrote:





I8TheWorm wrote:





Kryxal wrote:
More attention, yes. Love ... I don't think so.







In an online game, attention==love;

It's not as if we're sitting around with the devs having a beer and swapping stories. There is no doubt in many folks' minds, though, that the profession that was originally supposed to be difficult to attain and rare to see is the very same one that gets the most dev attention. The rest of us "mundanes" are an afterthought.




Enough with the jedi bashing, that same patch had "love" for doc and cm letting them heal for more, with lower mind cost. For weaponsmiths making the trando hunting rifle craftable and so on. Im tired of people whining whenever jedi is in the patch notes, the players who play jedi are entitled to just as much attention as non jedi, and are entitled to a working proffession.





really? Well we are tired of hearing all the Jedi whine about everything about their proffesion Jedi is suposed to be an acomplishment and Challenging.... Not like it is now whine whine it's too hard... whine whine its too hard to play... whine whine... you know when I read that Jedi got perma death I thought it might be kind of interesting to become one... Now that everybody and their Dog is a Jedi......... I have no interest in trying to become one at all its more challenging and unique to not become a jedi... and just think next publish in their own words... They have made it easier to become a jedi.........


well Rifleman has been broke since CU came out all most of the skills we get don't work properly if at all so lets compare this patch you talk about....



Rifleman



  • Sniper Shot - Added 20 meter minimum range

Jedi Defender



  • Avoid Incapacitation - Increased Force cost to activate a NERF

Jedi Healing



  • Force Sap - Lowered duration and debuff amount a NERF
  • Force Heal - Increased cool down and execute timers a NERF
  • Total Heal - Increased cool down and execute timers a NERF
  • Added Mind and Action costs to most Healer abilities a NERF

Jedi Powers



  • Force Choke - Armor will no longer prevent Force Choke damage, Force Defense, and Force Shield still protect against Choke
  • Mind Blast - Added State effects to ability
  • Improved Mind Blast - Ability is now single target ability a NERF
  • Force Throw - Added State effects to ability
  • Force Throw - Is now a cone attack
  • Force Cloak - Increased cool down timer a Nerf

Jedi Enhancer



  • Force Armor - Now adds to your Jedi Innate Jedi Armor
  • Force Armor - Takes a substantial less amount of Force per incoming damage
  • Force Shield - Takes a substantial less amount of Force per incoming damage
  • Transfer Force - Increased cool down timer a NERF
  • Drain Force - Increased cool down timer a NERF
  • Stasis - Increased cool down timer a NERF
  • Force Speed - Increased duration of Buff
  • Added slight Mind and Action costs to most Enhancer abilities a NERF

Jedi Lightsabers



  • Reduced action cost of Light saber moves
  • Reduced Force cost on Saber moves
  • Advanced Saber Throw - Removed Cone effects from ability a NERF
  • Improved Saber Throw - Removed Knockdown effect from ability a NERF
  • Increased Damage Potential of all Saber Throws

Jedi



  • Added a warm-up timer to Jedi Saber Power attack a NERF
  • Fixed issue with new Force Armor
  • Force Choke will now break when the Jedi is Force Cloaked
  • Avoid Incapacitation now adds a snare while active as well as an increased force cost. a NERF

Force Sensitive Village



  • The Power Crystals in Mellichae's camp from being destroyed.
  • Improved handling of enemies defending the Power Crystals in Mellichae's camp.
  • Force Cloaked Jedi will take damage from turret attacks. NERF





20 NERFs in 1 patch, maybe if people whined a bit less about jedi and a bit more about wanting their own proffessions fixed the patch would look different, true jedi is alot easier now then when i did it, still people whine about jedi way to much. oh and what things about rifleman is wrong btw? my alt is one and i havent noticed anything.






LOL 20 Nerfs and some fixes is better than nerfs and no fixes...


I "whine" about rifleman all the time and very rarely have anything to say about Jedi other than there are far too many of them out there to make the profession anything special or challenging anymore. Before this patch the Developers asked for the top 5 issues of every proffesion.... We see how that worked out...


Rifleman problems off the top of my head...


- Group members bring you out of cover.


- advanced sniper shot does same damage as basic sniper shot


- advanced conceal shot does same damage as basic conceal shot


- advanced headshot does same damge as basic headshot






Scarelin Deathstalker - Ranger / Rifleman
Cormo Deathstalker - Master Armorsmith / Weaponsmith/ 11pt Master Artisan
Vendor - Wolfe Inc Armor in Red dawn mall (-413, -4573), Talus
(as soon as you get off the shuttle)
P__Day
Tue Jul 12, 2005 12:42 am
#16

Honestly i think both headshot and snipershot are fine the way they are, i can hit for about 1500 with headshot in pve, 1k in pvp, and about 2k with snipershot in pvp. and i hear that cover is getting fixed next patch.
Wolfe26
Tue Jul 12, 2005 10:11 am
#17






P__Day wrote:

Honestly i think both headshot and snipershot are fine the way they are, i can hit for about 1500 with headshot in pve, 1k in pvp, and about 2k with snipershot in pvp. and i hear that cover is getting fixed next patch.






Yes, Finally one fix for rifleman if they don't drop it before they patch goes live like they sometimes do. Head shot and snipershot maybe fine... but they are not functioning by their definition and we worked our way to higher level to get them... By definition it says they will do MORE damage than basic head shot...






Scarelin Deathstalker - Ranger / Rifleman
Cormo Deathstalker - Master Armorsmith / Weaponsmith/ 11pt Master Artisan
Vendor - Wolfe Inc Armor in Red dawn mall (-413, -4573), Talus
(as soon as you get off the shuttle)
bluejanus
Tue Jul 12, 2005 4:28 pm
#18

Nice thread jack.





Isander Aperin - Kettemoor Master Architect (home: Serenity, Naboo)
Structures vendor in the HorkCo Shop near Coronet, Corellia (CLOSED)
Structures vendors in the Mos Mesric Mall near Mos Espa, Tatooine (CLOSED)
Structures, jedi kit, crafting station and resource vendors in Serenity near Kaadara, Naboo (CLOSED)
suicid4l
Thu Jul 14, 2005 4:39 am
#19






Wolfe26 wrote:





P__Day wrote:

Honestly i think both headshot and snipershot are fine the way they are, i can hit for about 1500 with headshot in pve, 1k in pvp, and about 2k with snipershot in pvp. and i hear that cover is getting fixed next patch.






Yes, Finally one fix for rifleman if they don't drop it before they patch goes live like they sometimes do. Head shot and snipershot maybe fine... but they are not functioning by their definition and we worked our way to higher level to get them... By definition it says they will do MORE damage than basic head shot...







Ever think that maybe basic head shot is doing more damage than it supposed to rather than the advanced shots doing less than they should. This is a common problem amongst a few professions where advanced specials are worse than the basic specials.




Ataug - Retired
Nema0879
Thu Jul 14, 2005 7:29 am
#20






P__Day wrote:





I8TheWorm wrote:





Kryxal wrote:
More attention, yes. Love ... I don't think so.







In an online game, attention==love;

It's not as if we're sitting around with the devs having a beer and swapping stories. There is no doubt in many folks' minds, though, that the profession that was originally supposed to be difficult to attain and rare to see is the very same one that gets the most dev attention. The rest of us "mundanes" are an afterthought.




Enough with the jedi bashing, that same patch had "love" for doc and cm letting them heal for more, with lower mind cost. For weaponsmiths making the trando hunting rifle craftable and so on. Im tired of people whining whenever jedi is in the patch notes, the players who play jedi are entitled to just as much attention as non jedi, and are entitled to a working proffession.





The same patch completely and utterly broke tailor for me ... I only sell combat clothes which means 4 socket gloves/belt/cloak/shoes and BE clothes ... I haven't been able or needed to make one piece of clothes in over a month ... it also severely nerfed BE as their tissues for tailor don't sell anymore .... as a result this effected every other combat proffession indirectly not to mention all of the BE clothes that don't work ...


I don't want as much attention as non-jedi ... I just would like them to take notice of game breaking issues sooner than a month after the issue popped up ... oh, and thats not including the fact that vendors have been semi-broke since the cu hit and there's no acknowledgement whatsoever....


When crafters start getting some love I'll stop hating jedi .... and before I get flamed from here to doomsday, I have a jedi ... and I hate him too.




~~~The only place success comes before work is in the dictionary~~~
~~~~Chibi's Meds and Powerups at : -3997 3708, Theed, Naboo~~
"All southerners, are insane and most especially is the Southern woman insane. The Cult of Southern womanhood endowed her with at least 5 totally different images and asked her to be good enough to adopt all of them. She is required to be frigid, passionate, sweet, bitchy, and scatterbrained -- all at the same time. Her problems spring from the fact that she succeeds."


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