Development Cycle Archive

Thread: IT 7-11: GCW Changes

Thunderheart
Fri Feb 27, 2004 8:02 pm
#1



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  • Status Effect Changes: The ability to effect the status of inanimate objects has been removed. Players will no longer be able to effect AT-STs, player vehicles, droids and turrets by the special effects of Stun, Dizzy, Blind, Warcry and wookiee roar. Additionally, biological DoT’s (poison and disease) will no longer effect vehicles, droids or turrets and finally, AT-ST’s and players vehicles will be immune to all posture changes.

  • Flame DoT removal items: Flamethrowers have the ability to inflict fire DoT’s and currently, the only way to remove that DoT in PvP is to submerse a player avatar in a static body of water. The challenge is that Tatooine has only 1 very small body of water and on the swamp planet of Rori, it is possible for a player to have to run for more than 20 minutes to the nearest body of water. To give players a fair chance against this, Doctor’s can now craft Fire Blankets. Fire Blankets will give Doctors the ability to extinguish flame with a /extinguishflame command that will enable the use of the fire blanket. To balance out the Fire Blanket, using the blanket drains the “mind” of the doctor.

  • Zero HP Turrets: Turrets attached to Factional Headquarters had a chance that when they reached zero, they would remain in the world and continue to attack players. Turrets at 0/0 will now deactivate and be removed from the world.


How are the status effect changes working?



Doctors, can you now craft Fire Blankets?


Is the Fire Blanket working properly?



Are zero HP turrets deactivating and being removed?





Kurt "Thunderheart" Stangl
Community Relations Manager
Lerning
Sat Feb 28, 2004 7:13 pm
#2

To answer the question at hand...


Try as I may, I was not able to put any states on an ATST. At least 4 attempts per state (including KD) were attempted. Nothing worked.


Lerning
Sat Feb 28, 2004 8:54 pm
#3

The surgical droid that spawns (mission spawn) as rebel medicis vulneralble to all state effects.
SWG-Runesabre
Sun Feb 29, 2004 11:31 am
#4






Lerning wrote:

To answer the question at hand...


Try as I may, I was not able to put any states on an ATST. At least 4 attempts per state (including KD) were attempted. Nothing worked.









Thank you, Lerning , for the testing and feedback.


For those that wish to provide general GCW suggestions, please work with your GCW Correspondent. It will help me greatly to keep this thread limited to Publish 7 testing feedback. Thanks!


thehitman
Sun Feb 29, 2004 4:59 pm
#5

are Dark Troopers covered in this since they ARE droids?



"Its always a pleasure to meet a jedi"
MrHackenslash
Mon Mar 01, 2004 12:24 am
#6






thehitman wrote:

are Dark Troopers covered in this since they ARE droids?






Excellent question.
mochloD
Mon Mar 01, 2004 5:36 am
#7

So it takes a doctor to put out fires now? Cant this be something a Master Medic can do?



mochloD'tmos
Order of Teras Kasi
~ Teras Kasi Master ~
~ Shock Trooper/Heavy Infantry/Trickshot/Medic ~

Kodi08
Tue Mar 02, 2004 11:19 am
#8

Not to thread hi-jack (well ok i do mean to) can we geta REDin the cgw board, it seams that every post in there has to do with base shift times and people are really frustrated and would like to hear a response.


Thanks

-Clover



________________
a Teh Darbs a

Strel
Tue Mar 02, 2004 10:19 pm
#9

Vulnerability times for player bases still move forward every time the server goes down for maintenance. This can make defending a base virtually impossible, after a few days your base is vulnerable at such a time where youre not able to oversee it.


Set the vulnerability to a "clock time" rather than a timer.If necessary, have ituse PST for example, rather than a timer.


Thank you.



Strel Samodelkin, Colonel in the Imperial Army

Belaya Gvardia, Sunrunner's Elite Imperial PvP

Strel
Tue Mar 02, 2004 10:20 pm
#10

Vulnerability times for player bases still move forward every time the server goes down for maintenance. This can make defending a base virtually impossible, after a few days your base is vulnerable at such a time where youre not able to oversee it.


Set the vulnerability to a "clock time" rather than a timer.If necessary, have ituse PST for example, rather than a timer.


Thank you.




Strel Samodelkin, Colonel in the Imperial Army

Belaya Gvardia, Sunrunner's Elite Imperial PvP

NeptuneSS
Wed Mar 03, 2004 9:08 am
#11

Yeah, the base timer stuff makes me pretty miffed as well. We have lost one of the small bases fulled turret stacked and the largest base with full turrets to this same problem. The time keeps jumping around until its near the server reboot time, and during the week our guild is asleep preping mentally for our lives the next day be in jobs or school, and it seems our server has some Europe Imperials that have a base popping team. At any rate, the time we had set to defend the base had jumped around to a time frame we were not able to defend (24/7 base defense is like playing The Sims Online, but thats a whole seperate issue) I would just like to voice it sucks to lose legitimately earned FP bases to have some Euro-Trash or non-working/schooling individuals to remove your base at a time you did not set. nuff said.


Neptune
Lightningcross
Wed Mar 03, 2004 7:49 pm
#12

I was told by a CSR that in patch 7 it was no longer going to be possible for an overt corpse to shutdown a base countdown sequence. I wish to confirm this fix with someone.


Thanks,

WolfCoast
GeniusKid
Thu Mar 04, 2004 9:04 pm
#13

The Devs have said that with the new patch, "Players will no longer be able to access a base terminal if they are dead or incapacitated." It's in the Update 7 notes.



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