Development Cycle Archive

Thread: Publish 7: Major Features

Dyrwen
Thu Feb 19, 2004 8:37 pm
#144

A bantha and an up and down command for a house.


Well, since I obviously won't be using much of my pistol skills might as well redecorate a new house. Wheee.






000000000000000000Dyrwen Sy-X
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Imperial Master Ranger.
000000000000000000Meat Manager
000000000000000000Hide Heretic.
000000000000000000Bone Busybody.
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00000000000000000
0General PAC Man
000000000000000000Penny Arcade Clan
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J2xC
Thu Feb 19, 2004 8:37 pm
#145

wondering if there's any plans to


a) fix the treasure maps(I'venow hadaround about 30 fake maps, and not one real one since thepatch)and actually have them drop treasure rather than scrap(if its good, I wouldn't care if they were 100 times rarer)


b) have locked containers from higher level mobs have better loot(and if as I suspect this wouldn't be possible due to the loot being randomly generated upon opening, havedifferent"level"containers thatcontain gradually better loot coming from higher level mobs. There's nothing like looting a locked container from 30k npc with ar2 and 80% resists, and the contents being as bad as those from a 150 ham thug).





Kyris Iwo - Swordsman extraordinaire
Xabbu Iwo - Retired MBH, Master Chef
raider7734
Thu Feb 19, 2004 8:39 pm
#146













Warcry has been changed from being a single target lock down preventing it from attacking to a method of "crowd control". Enemies can be temporarily prevented from attacking as long as they are not currently being attacked themselves.




I see... So doing damage without being hit, via kiting, is ok -but doing damage without being hit, via warcry, is not.




----------
IGN Kye • vendor wp -1444, -3847 Naboo
"Persistence is synthetic Luck"
Erym
Thu Feb 19, 2004 8:41 pm
#147

Not yet..but what happens when we get combat vehicles..... they need to follow the same rules
Ekhben
Thu Feb 19, 2004 8:42 pm
#148

Droid & Droid Engineer Enhancements

Glad to see these coming in. Like others, I'm curious about the 6 combat modules comment, given only the R3 can take 6 modules.

Preliminary Combat Balance Changes

I hope this helps out the Carbineers some.

Crafting System Enhancements

I am glad to hear that critical failures will reduce in frequency as you approach Master status, but I am still confused as to why you follow the risk/reward model at all here. Treat it instead as an investment/reward model. The artisan spends time and effort getting high quality materials, the reward is a good end product. The artisan uses any old junk, the reward is a junk end product.

Experimentation Resource Quality

I am leery of this change. As I understand it, right now the quality of resources used caps the maximum qualities of the finished product, and experimentation allows one to come closer to that cap. The future change will mean that not only will the maximum be capped, but the experimentation required to reach that maximum will be the same regardless of its value. Thus, to create a product that previously would have been craftable using middle of the ground resources and good experimental results, you will instead need high quality resources and good experimental results spread across the attributes.

I do not see how this change improves the game in any way; it doesn't benefit novices with few experimentation points, nor masters with many, nor the consumers of the soon to be nerfed end products.

Junk Dealer Revamp

I've never bothered with junk dealers. For a start, my inventory is full enough with a set of clothes, a set of armor and the bewildering variety of harvested resources. I wouldn't be able to collect enough junk to make the trip worth while. Secondly, the payouts are low enough that I'm better off taking another destroy mission than finding and conversing with a Junk Dealer.

Maybe the payouts are high enough to justify the trip now, but I doubt I'll bother.

Vertical Item Movement

Excellent to see. Now all that remains is to hope, as at least one other poster mentioned, that the step for "move up 1" is sufficiently small to be useful.

Lighting Objects

Cheer! I hope to see these at the lower levels of the Architect profession, or perhaps even at the higher end of the Artisan profession, to give a saleable product to the non-Masters.

Camp Restrictions Removed

I am dropping Creature Handler on the basis of the unbelievable ignorance behind the 30 second delay, and the obvious bias against the profession. I won't bother outlining why, there are hundreds of posts explaining in great detail why, none of which have been answered to any degree of satisfaction. I cannot strongly enough express my disgust with this.

On the flip side, Master Creature Handler on Valcyn selling high end pets!

Player City Garages

Good work. Has any thought been put into the interactions of /cityban and this structure?

Sliced Weapon Tag

Hopefully, for armor also?

New Mounts

I don't really see much point. I can count the number of players on mounts I've seen since the vehicle patch on one hand. I have a full grown Bantha that I'll soon be losing the ability to call, but I also have a full grown Speederbike Swoop that I can still use.

Other misc thoughts

I am disappointed not to see a resolution to the armor decay double dipping. For that matter, I'm disappointed not to have seen this issue even so much as acknowledged.

Overall, this publish has many good features, a few inexplicable ones, and one or two downright ugly ones.





Boycotting the GCW. I don't force you to PvE, don't force me to PvP!
ForceSeeker
Thu Feb 19, 2004 8:42 pm
#149



Iwas wondering, since we had great "QA" last patch if some of the many bugs that rolled out in the chef profession will be fixed? For example:



Stomach Timer 45 Minutes - A lot of people are reporting that the stomach timer is 45 minutes instead of half an hour like we were told it would be. There are some people who are saying it is 30 minutes, which makes me wonder if it is just 45 minutes for particular foods. Either case, the reports that the stomach is taking 45 minutes to empty are too common to be ignored.







Barrels not working - Barrels are not working. (Note to chefs: The developers are working on this one.)







Cask gives Artisan XP instead of Chef XP.







Stomach timers do not reset to 0 when somebody dies. If it is not a bug, then it should be changed anyway.







Smuggler's Delight - Does not work. It seems to work in that you get a system message that the effects of the spice are gone faster. But if you hit ctrl-c, the negative effects of the down are still there and remain on that screen for the full time.







(Cut and pasted from the board):


Using high defense individuals to test Citrus Snowcake with a +38 bonus, we determined that eating this food actually lowers accuracy:


Using a rifle with the target prone:


38.7% hit rate with no food


21.1% hit rate with food


Using a rifle with target standing:


48.7% hit rate with no food


36.3% hit rate with food


About 150 shots were fired in each test.








People are reporting they are not getting any xp for chef items. Many times this is fixed by logging out and logging back in, but others are saying this does not help.




Thanks!
neinnunb
Thu Feb 19, 2004 8:44 pm
#150

very very nice updates and eager to ride my Cu Pa!


However, I would like more quests. Are other planets going to be revamped? When?


Another concern is I would like dungeons that are easier to do. Dont get me wrong, I cant wait till the Geo cave opens, but it would be allot of fun to be able to do dungeons with low to mid level characters so that it is not a requirement to be a Master of a fighter profession to be of any help.




                          .=+.             ------------------
\`--._,'.::.`._.--'/ _/ May the CU \
Acktu - Sunrunner . ` __::__ ' . _/ \ be with you /
Beta 3, JTL, -:.`'..`'.:- ------------------
ROTW & TOW Beta tester \ `--' /
`--'

Dubrekken
Thu Feb 19, 2004 8:46 pm
#151

Any plans to add the jedi quest in this publish? or any idea (a guess) on when it will begin testing?



Moncal 4 LIFE
neinnunb
Thu Feb 19, 2004 8:53 pm
#152





Thunderheart wrote:
Defensive Modifiers will have a hard cap with profession template stacking. Defense stacking will no longer stack beyond the intended combat calculation limits causing the defender to be nigh invulnerable.



I have a question:

If a player is at his hard cap to defence.. will the new foods that give bonus to dodge for example go above that cap?



                          .=+.             ------------------
\`--._,'.::.`._.--'/ _/ May the CU \
Acktu - Sunrunner . ` __::__ ' . _/ \ be with you /
Beta 3, JTL, -:.`'..`'.:- ------------------
ROTW & TOW Beta tester \ `--' /
`--'

KaernLegorah
Thu Feb 19, 2004 8:57 pm
#153

I miss the days of the Devs giving us the raw patch notes. These Major Features posts aren't nearly as good. Many people like to know every little thing that's getting tweaked, because it helps us stay informed about how the game is changing.


Well, in any case, this DOES look like a very very great patch to look forward to!



----------------------------
Kaern Legorah - Eclipse
Master Smuggler-Gunfighter-Wanderer
SeDR2k2
Thu Feb 19, 2004 9:07 pm
#154

Good changes I suppose butcan't we for once fix all of the broken stuff before adding new content like ridable banthas, a new dungeon, and a 30-second timer to call vehicles? All of these are cool but I'd rather see the vehicle warping/disappearing problem addressed as well as the exising dungeons getting some loot.


Pistol Mele Defense 2 has been broken for months and recently im seeing that Fan Shot constantly looses it's target but now I can ride a cu-pa!


It's been close to 9 months since release and only now we can have lamps that actually give off light. Anyone else see a problem with these fixes?


I'd troll somewhere else but my Kaadu disappeared.




-=Reese=-
Ricbr
Thu Feb 19, 2004 9:13 pm
#155

TH...I love the stuff coming..but what is the status on wookiee changes? Wouldnt the natural armor...or whatever is planned bea major thing to add here? Or are we not getting the changes for the wooks with this patch?




Grisbilen
Thu Feb 19, 2004 9:14 pm
#156

Yipee,decaying items for architects since all we make now lasts until the end of time!!!!


Oh, wait, lamps and candles? **edit**??



Well well, seems to be a nice updateexcept for the 30s delay on calling vehicles, who came up with that? Fonzie?





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