Development Cycle Archive
Thread: Weekly Roundtable Discussion (Week Ending 4-12-04)
--------------------------------------------------------------------------------
Thunderheart wrote:
--------------------------------------------------------------------------------
ChoNaguriai wrote:
I am a female rodian and I can't wear my Stormtrooper and ATAT pilot helmets. The CSR basically told me "oh well". Is this as designed? When can I become a true Imperial?
--------------------------------------------------------------------------------
Yes. Way back when (2001-2002), the community, Shug, Q and Holo had a long series of discussions about allowing aliens into the Imperial Navy. The community majority said, "no aliens in the Empire" and thats what the devs did for the most part. The trade-off is that Aliens could be in the Imperial Faction and do Imperial things, but always have to work harder and basically be "less than humans", and not stormtroopers.
With regards to the armor itself, many of the pieces can be worn by species other than humans, but not all pieces. Since aliens, for the most part, are humanoid, some pieces will fit, but not everything. In the case of Rodians, everything fits except the helmet. Along these lines, Trandos can't wear the boots and so on.
So you can salvage and wear some items, but not all items.
--------------------------------------------------------------------------------
Is this something that can be re-discussed? "the community" now is NOTHING like what it was in 01-02...
Thunderheart wrote:
Netninjax wrote: Can we please get some type of acceptance to be added to anothers friend list??? This is prolly one of the only games that freely alows harrasment and grieving....
This might be something thats easy to address when they add the anon feature for friends list. I'll talk to the programmer and see if he can do it when he adds the other feature (which will probably be after E3).
There is a new bug with /addignore and tells. (yes I have /bug it in game)
It used to work like this:
- Log in two accounts
- FromVetta type: "/addignore Veto"
- Switch to Veto: "/tell Vetta blahblah"
- Message given to Veto "This user does not appear to be online."
- Vetta does not get any indication that a /tell was attempted, as expected.
- Log in two accounts
- FromVetta type: "/addignore Veto"
- Switch to Veto: "/tell Vetta blahblah"
- Message given to Veto "You tell vetta, 'blahblah'."
- Vetta does not get any indication that a /tell was attempted, as expected.
Cordellbacination wrote:
Excuse me Thunderheart,
I am just wondering...
I know you said you would talk more about the jedi issues when you knew...
But at this point sholdn't the very basics be known? What is going to happen to legacy jedi? Is the revamp going to make jedi common? Would it hurt to shed just a little bit of light on the whole thing? It is really frustrating to be in our situation...
I hope to be able to release some more information soon. My current best guess is after Pub 8 goes to Test Center.
You guys are killing me. After Publish 8, expect to hear me loud on this subject. What bothers me the most is that noSOEis not saying "You will be keeping both your characters intact."... I realize I won't lose my Jedi character, but I wonder if I will lose my Main and his professions. I honestly would not mind that, but I'd like to know if I'm wasting time and effort on leveling professions for my Main.
I kindly agreed to put on a small show with another Jedi for 3 PA members. This lasted about 5mins or so.
10mins after this, I was attacked by 3 BH's and killed. They left, and a PA member ressed me.
I headed into a private house to logout, and with 5 seconds to go, I was suddleny TEF'd (with no saber in hand) and ejected from the house.
As if that wasn't bad emough, I was suspended in mid-air for 30 seconds, allowint 7 more BH's to turn up.
Obviously, I stood 0 chance, and the instant I dropped to the floor (I was told that I was out of sight whilst in midair), I hit force run and burst run, but due to the massive lag on Dantooine, they actually triggered about 30 seconds after I was killed again.
So, Im dead on the floor with 2 tracked deaths and 10 BH's camping my body & the city clone center. PA members head off to the clone center I was cloned at, to find another 4+ BHs camping there to kill me.
Whilst all this was hapening, a large number of these BH's were Imperial (mainly coverts) and were killing my PA mates who are Overt Imperial. THEY had a tef vs the PA members I was grouped with, but not the other way round.
I can take a fair death, but allowing 15+ BH's ALL the right to hunt and DB one person is absolutely ludicrous.
If I hadn't been prepared to lie dead on the floor until server reset if required, I could have died 18 times in one evening- I'm sure even you must agree that this is totally unacceptable.
Jedi are not toughened PvP characters, we have 0 defence other than a bugged lightsaber block. Our sabers do almost 0 damage to players because they do kinetic damage, and BH's are running around in 80-90% kinetic composite, plus buffs, plus synthsteak.
At Padewan, I'd be hard pressed to kill a Master Brawler in 1on1 PvP, never mind 10+ BH's.
Something needs to be done, so that if the Jedi dies, ALL missions on him/her are cleared. The current situation is just a pure grief system.
I know you dont like to reply to negatove posts, but I can't see how I can NOT be negative over this issue.
TH,
I'd like to say I'm very happy with the new boorgle bat cave change which has limited the camping that goes on. However I'm curious as to why the boorgle bat cave seems to be the only worth while mid to low-level cave that gives any decent loot? Granted having the good loot spawn once an hour has stopped some of the camping of the cave it has not gotten rid of it all togeather. It seems to me that the real solution to this problem would simply to either spread the good loot through out all the caves OR randomly generate the loot in 1 cave per day. (example monday the good skill attachments drop in the boorgle cave while on tuesday the good skill attachments drop in the drall cave on corellia).
Something to switch things up and give everyone a chance to get these items instead of a select few who log off in the borgle cave then time their return to loot the good attachments and repeat the process all day. There are actually people who are running a buisness off of doing this, selling the attachments to the highest bidders. While I understand it's part of the game play dynamic that exists in the game, it's extremely unfair to everyone who doesn't use these horrible tatics or pay an extreme ammount of credits to actually be rewarded for their time and effort.
Fatgit,
I would just like to respond to your message. Im a MBH, and I FULLY dis-approve of the bug you are running into. On Corbantis, when I have a jedi bounty im pursuing, and someone else kills him...I lose the bounty. Everytime. Has yet to fail, so Im not too sure on what is allowing the BH'ers to keep a bounty on you after dead, but any real BH would agree that it isnt right. THe guy who gets you is the guy who gets you and he deserves the glory, not a guy who camps a clone center. But I am curious though....how are those BH's knowing to be at the clone center? I for one would never sit at a clone center "hoping" that a jedi would spawn with my bounty. And even if a jedi spawned with tef..im not going to kill him...no bounty.
I hope you areant upset at having your party dis-rupted, simply put...you ara jedi..you do get that. The storyline never called for jedi to be appearable to ANYONE let alone a private display of powers be given.
But anyhow, this is not a bug real Bounty HUnters want. The more reason to get people OUT of this proffesion, the better. If you areant willing to be a real BH,. get the hell outI and many others say. I suspect this issue WILL be fixed soon, but only for the reason its for the jedi. Good Luck anyhow.
ThunderHeart:
All the npc's in the game are spamming TKA moves on us. Could you acknowledge your aware of this and it is being fixed?
Whenever I walk into Theeds or Coronet my spatial goes nuts with all the talking. It's hard to have a conversation at some points of the day without forming a group.I could understand if it was just people in a conversation, but the majority of the time it is players that are afk just out promoting their vendors. While I understand the purpose of promoting your vendors this gets real annoying.
I think a good fix to this problem would be to create an in game message board located in the major cities right in front of the starport. Something that could be edited by players and be able to post messages for other players to read. Of course this would have to monitored by csr's for obscene content, but it would be great for the player who is looking for a hunting party, wants to promote their new vendor, or is trying to recruit new members to their guild/city, ect...
bloudhunter wrote:
OHMSS225 wrote:
TH, I understand that it's intended for stomachs not to empty on death. We would all like to understand the reasoning behind this, as we're having a little trouble understanding the logic.
Please don't ignore this. We would all love an explanation for this and we'll ask as many times as we have to.
________________________________________________________________________________
TH, I would point out the stomach issue also affects PVP negativly.
In my opinion, if I am attacking a city and some imps come along and kill me, pvp is over for the night, because once I am cloned I can re-buff and run back in, but without the propper mind buff's I am going to be gimped compared to the guys who just raced in and killed me.
So I can way the 30 minutes and run back in, but thats no fun, the addrenaline is going to be long gone by then.
So I offer this suggestion:
Make Muon Gold empty the stomach when it wears off, empty 25% of the stomach every puke animation.
1. your puking all over the place anyway, it only makes sense it would empty the stomach.
2. it will make Muon gold a viable drug again, and make the smugglers happy too.
3. because of the negative affects of the drug, it will curb the abuse that you speek of, and people will need to think twice about over use of it.
4. the code is 95% already in the game ![]()
A full list of the little idiosyncracies can be found here: http://forums.station.sony.com/swg/board/message?board.id=game_guides&message.id=128773
A few to think about:
"you can only get one skill stat bonus from a tape to stick, with others being lost (i.e. a tape that has 2 or more stat mods will only allow one to stick, see below)"
"stat mods do not stack, you do not get benefit from putting additional tapes with the same type of stat mod on a single item of clothing as they do not add together (e.g. you put a +5 armor experimentation on a pair of gloves, you can't put another +3 armor experimentation on there and get +8, you would just lose the +3 and still have a pair of gloves with +5 on it)."
"when placing an attachment with 2 or more stats, the highest value stats will be the only one applied (e.g. a +5 rifle accuracy with +4 armorsmith experimentation will give the +5 rifle accuracy) regardless of the order of which the stats are listed on the SEA"
"if a tape has multiple stats on it and you want one that has a lower value than the highest listed stat mod (e.g. +23 grenade experimentation +20 armorsmith experimentation on a tape, of course you want the armorsmith experimentation to stick). Here the solution is based upon the order that the skill mods are listed on the SEA (e.g. is the +23 grenade experimentation first or is the +20 armorsmith experimentation first?).
There are two different solutions. One is to first place on the desired clothes item, a +1 stat mod tape of the type that you want to eliminate to allow for the more desirable stat mod to stick (e.g. a +1 grenade experimentation tape in the above example)--this only works if the less desirable yet higher number stat mod is listed before the one that you want (e.g. the tape above would have to have +23 grenade experimentation listed first). Second is to first place on the desired clothes item, a stat mod of the same type and value (or greater) as the less desirable yet higher number stat mod (e.g. a +23 grenade experimentation tape in the above example, if the +20 armorsmith experimentation was listed first).
So to refresh, say you have these tapes:
Tape #1
+23 grenade experimentation
+20 armorsmith experimentation
Tape #2
+20 armorsmith experimentation
+23 grenade experimentation
To get the +20 armorsmith experimentation to stick on Tape #1, you would need to put a +1 (or higher) grenade experimentation tape on the clothes item first, then put Tape #1 on an item. To get the +20 armorsmith experimentation to stick on Tape #2, you would need to put a +23 (or higher) grenade experimentation tape on the clothes item first, then Tape #2. In both cases 2 sockets are necessary"
Can we get a fix so that:
All modifiers from a SEA are applied to a piece of clothing/armour when added?
SEAs stack, you could put 4 +6 Rifle Accuracy SEAs in a 4-socket shirt and end up with +24 Rifle Accuracy and no remaining sockets?