Chef Archive
Thread: Dum-de-dum, Testcenter patch notes....
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sciguyCO
Fri Jan 28, 2005 7:00 pm
#1
http://forums.station.sony.com/swg/board/message?board.id=in_testing&message.id=37822
Check out these bad boys (highlights only):
Inventory
- Inventory has been increased to now hold 80 items
Structures
- All Housing item limits have been changed. This will mean that small houses can now store 100 items for a Naboo small house, and 200 for the the other small and medium houses. Large houses and Guild Halls can now store 400 items each instead of being limited to 250 items each
- Large houses should now take up 5 lots instead of 6.
- Guild halls should now take up 5 lots instead of 7.
All Professions
- Removed all apprentice XP requirements from all professions
- Decreased Incapacitation Time by 50%
UI
- Fixed a problem where selecting "No Title" for a character (found under Community - Character UI page) would not persist between sessions.
- An option to display faction rank has been added to the Community - Character UI page. When enabled, the faction rank will be displayed above your character (just below the character name).
Space
- The yacht, the yt1300, the Decimator, and the Nova Courier should not longer take up a lot space.
Chat
- Added a “CTRL + R” command for replying to “/tells”. Reply currently has the issue of replying to the last person that sent you a message. So, if you /reply to someone and you receive a message in the middle of the response, your private message is sent to another player. This is now fixed by changing CTRL+R to send a “tell” the player who sent you the last message at the time you hit CTRL+R.
So.....what do you think? To me, the storage increases are pure gold. 100 * Lot usage, capped at 400, but Guild Halls and Large houses have had their lot requirement dropped to 5.The only one that I have some small doubts about is the removal of Apprenticeship XP. I haven't been able to get onto TC (and I'm not sure when I'm going to be able to), but I think that there should be some requirement to get Master other than just reaching 4444. Would adding an xp requirement equal to a 4th row box be good? Maybe Master box of combat classes can require both weapon and combat xp, I dunno.
Batman_TWB
Fri Jan 28, 2005 7:07 pm
#2
All i can say is Holy Crikes Batman....Like Sci said pure gold on the new usages.
BlackEdge
Fri Jan 28, 2005 10:34 pm
#4
I think leaving apprenticeship should be left alone. They already knocked it down to 300.
All this is proving is that populations are getting really low now... and the only solution I can see from it is a server merge.
Grinding for more exp would be even harder then actuallying trying to get AP exp if you play it smart.
All this is proving is that populations are getting really low now... and the only solution I can see from it is a server merge.
Grinding for more exp would be even harder then actuallying trying to get AP exp if you play it smart.
MaliaMing
Sat Jan 29, 2005 4:37 am
#5
House item limits and personal inventory space: 2 THUMBS UP, altough (and, yes, I know I'm greedy) an extra 25 items in a small naboo still doesn't seem like much!
Crtl+R's new reply funtion: 2 THUMBS UP!
New faction display: 2 resting, neutral thumbs
Decreased incap time: 2 resting, neutral thumbs
Space mumbo-jumbo: totally doesn't apply to me
Doing away with AP: 2 THUMBS DOWN!
A quick question on the new lot/item allotment. Where do med centers and merchant tents fall in this new setup? Med centers currently get 225 items and they only take 3 lots. Do they get a boost to 300, and tents to 100?
It would seem that putting the AP requirement in place makes it a challenge for newer players to master their professions, and this is a good thing. Not because it's fun to watch new players struggle, but because requiring AP forces players to interact with each other, which SOE seems to be shoving down our throats these days. It'll be pushed even harder if/when they implement all of this c.u.r.b. stuff and we're all forced to hunt durnis together because our buffs and armor have been nerfed (obviously, I'm hoping that this will be a gross exaggeration...). Those players that are more established know easy ways of getting AP very quickly, but it took time and friends to figure it out. The AP requirement at 300 actually seems perfect now. It's not so high that it would take a newbie months to get, but not so low that it renders it useless. Players are still forced to get out there, mingle, ask for help, offer help, and generally participate in the community when AP is involved. If they want to be congruent with the rest of their apparent plan, ridding us of AP isn't going to cut the mustard, and I hardly think they'd be losing players to their need for AP.
Crtl+R's new reply funtion: 2 THUMBS UP!
New faction display: 2 resting, neutral thumbs
Decreased incap time: 2 resting, neutral thumbs
Space mumbo-jumbo: totally doesn't apply to me
Doing away with AP: 2 THUMBS DOWN!
A quick question on the new lot/item allotment. Where do med centers and merchant tents fall in this new setup? Med centers currently get 225 items and they only take 3 lots. Do they get a boost to 300, and tents to 100?
It would seem that putting the AP requirement in place makes it a challenge for newer players to master their professions, and this is a good thing. Not because it's fun to watch new players struggle, but because requiring AP forces players to interact with each other, which SOE seems to be shoving down our throats these days. It'll be pushed even harder if/when they implement all of this c.u.r.b. stuff and we're all forced to hunt durnis together because our buffs and armor have been nerfed (obviously, I'm hoping that this will be a gross exaggeration...). Those players that are more established know easy ways of getting AP very quickly, but it took time and friends to figure it out. The AP requirement at 300 actually seems perfect now. It's not so high that it would take a newbie months to get, but not so low that it renders it useless. Players are still forced to get out there, mingle, ask for help, offer help, and generally participate in the community when AP is involved. If they want to be congruent with the rest of their apparent plan, ridding us of AP isn't going to cut the mustard, and I hardly think they'd be losing players to their need for AP.
Craster
Sat Jan 29, 2005 6:37 am
#6
You missed out:
Goodbye Havla sales?
Profession Combat Medic, Doctors and Medics
* The total amount of time delay between Medic wound healing has been reduced to a third of the original delay.
Goodbye Havla sales?
Higginsis
Sat Jan 29, 2005 11:00 am
#7
Craster wrote:
You missed out:
Profession Combat Medic, Doctors and Medics
* The total amount of time delay between Medic wound healing has been reduced to a third of the original delay.
Goodbye Havla sales?
I never sold that much in the first place tbh.
And 3rd is still 2-3 seconds, so havla will still have a place.
Coreena
Sat Jan 29, 2005 11:25 am
#8
Question is if the reduction only applies to Wound Healing itself or also Buffs.
They are linked to the wound healing timer, but perhaps it gets seperated?
They are linked to the wound healing timer, but perhaps it gets seperated?
Higginsis
Sat Jan 29, 2005 11:42 am
#9
The timer for buffs is the wound healing timer.
So they'll be staying the same.
So they'll be staying the same.
ChefVomit
Sat Jan 29, 2005 11:47 am
#10
I think someone slipped the devs some of the new "not suck" coffee. The last couple patches have included several really good changes. Granted, there have still been many ridiculous and nearly game breaking problems (rubberbanding anyone?). But I think we can attribute this to the fact that some of the devs DONT drink coffee. Hopefully whoever is responsible for infiltrating the Dev compound can find a way to slip some of the "not suck" tea or Kool Aid in as well.
So basically, in the last few months we have seen:
- Surveying/Sampling from bikes
- Fix to Warcry
- Solo group FIX (not nerf.....FIX)
- Increased house limits
- no more blown up houses
- no lost quest rewards due to ability to overfill inventory in emergency situations
- Increased NPC power for stormies (I am rebel and hate the men in white, but it makes the game a hell of a lot more exciting to know I might die if I travel through Bestine)
- Gorax is back
- Calling Bikes from toolbar
- JTL, which whether you like space or not is worth the $20 just for the ability to travel instantly for free. And if you DO like space its pretty damn fun.
- addition of some really cool loot
- Recyclers perhaps greatest non-widely requested content addition to the game ever
- NPC's got their specials back (once again, makes the game a lot more fun)
And yes I know there have been some bad things too.....but after playing this game since launch I have to say they are at least doing better than they ever have. My only hope is that they can channel this sudden increase in productivity towards fixing so many of the other existing bugs in the game. I am patient enough to wait for the CU/RB, since I think it will change every single aspect of the game....but I just hope it doesnt stop there.
So yay. One small step at a time it is beginning to look like this game might actually be getting better and better. w00t.
So basically, in the last few months we have seen:
- Surveying/Sampling from bikes
- Fix to Warcry
- Solo group FIX (not nerf.....FIX)
- Increased house limits
- no more blown up houses
- no lost quest rewards due to ability to overfill inventory in emergency situations
- Increased NPC power for stormies (I am rebel and hate the men in white, but it makes the game a hell of a lot more exciting to know I might die if I travel through Bestine)
- Gorax is back
- Calling Bikes from toolbar
- JTL, which whether you like space or not is worth the $20 just for the ability to travel instantly for free. And if you DO like space its pretty damn fun.
- addition of some really cool loot
- Recyclers perhaps greatest non-widely requested content addition to the game ever
- NPC's got their specials back (once again, makes the game a lot more fun)
And yes I know there have been some bad things too.....but after playing this game since launch I have to say they are at least doing better than they ever have. My only hope is that they can channel this sudden increase in productivity towards fixing so many of the other existing bugs in the game. I am patient enough to wait for the CU/RB, since I think it will change every single aspect of the game....but I just hope it doesnt stop there.
So yay. One small step at a time it is beginning to look like this game might actually be getting better and better. w00t.
Message Edited by ChefVomit on 01-29-2005 01:48 PM
vortexala
Sat Jan 29, 2005 11:47 am
#11
The Wound Heal timer is what is used for Buffs, so if that gets reduced then buff times get reduced. Which means, most likely, a reduction in Havla sales.
Havla will still be useful though, as it allows a buff in 6 seconds instead of the new 30. But, yeah, there will probably be a decrease in sales.
OrianaM
Sat Jan 29, 2005 8:51 pm
#13
For all those booing the removal of App for professions, I see this as a good thing for one reason...
SPAM
Too many people spamming as it is, this get's rid of "Training Master Artisan, Chef 4-4-4-4 and Merchant 0-0-4-0!!!!" Spam tells.
Will this clear up all the spam? Not remotely. But it will put a dent into it.
IMNSHO I think the app requirement was a sham anyway. I've mastered a number of proffesions, most of the time I had the app points to make my master just by having people need training from me as I was leveling up....when I didn't have the app needed, I had friends who had me train them in skills they dropped long ago. It was an artificial bump at best.
I wouldn't be adverse to putting some other requirement for master, but make it something meaninful...instead of training people in Ranged Support so I could master Bio-Engineer.
<---Edited because my typing skills need a lot of work.
Message Edited by OrianaM on 01-29-2005 07:52 PM
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