Development Cycle Archive
Thread: Weekly Roundtable Discussion (Week Ending 3-1-04)
I would like a perm sticky for the following topic :
Current Player Actions that will get you a Warning or Banned
Before you flame or roll your eyes.......
I keep seeing these posts about being warned about an area or exploit by an ingame CSR - with some reference to the action being a known exploit ????
I sure want to know what is off limits - or at least what I should stay away from - some consistant application of the rules is a fair question.
TH - or other SOE folks - if this exists somewhere - can you point us to it?
I am not going to suggest how to program or run the CSR side - just create a place to check once a day -
Am I off here? Does this make sense?
Thanks in advance.... Tao-ki @ Naritus
Because without VKs (and the TK damage/speed bonuses), unarmed is a flat waste of time for both smuggler and commando (who require UA4 as a prerequisite).
On the Jedi unlocking issue...
Thunderheart said:
It has NOT been changed, though there is an important piece of the puzzle that isn't realized by most players...
I may be able to post on that, but I dont know yet. I've lodged a request and thats the best I can do.
Bit of a relief there, though also disconcerting for me. My holocron went silent with me having done no medic and no crafting professions, so the 'common wisdom' suggested that if I did all the artisan based and medic based professions I'd unlock. I'm in my next to last artisan prof, and no sign of progress yet, but... if there's something above and beyond professional reqs, it's actually mixed-leaning-towards-good news. It would also explain the anomalous reports of getting a slot opening halfway through a profession (as if some simple trigger was hit en passant while working onthe next mastery). The downside, and why I hope this mystery is something you're allowed to mention explicitly, is that there have been a LOT of Jedi since the system was 'figured out', and no one has actually had anything vaguely reputable for additional requirements.
Thanks for the updates!
I really do want to stay in this game, but 1/2 of it is closed to me. I have decided that I absolutely will not engage in PVP combat any more until at least one of these two issues has been fixed:
#1 - a glaring bug. You cannot see the value of your own HAM bars when buffed. That is to say, if the max value of your highest HAM bar is 1100, then you will only see 1100 in your bars, even if buffed out to 4000. Don't tell me that this can't be worked around, because you can see the full (buffed) HAM bars of everyone else in your group. "What's the big deal?", I hear. "Other players suffer the same problem in combat." Aha, see #2, though...
#2 - a major oversight. Wookiees have GOT to have armor. Please. Pretty please with blue milk on top. If it were available as an option, ALL of my Wookiee friends and I would allow an Image Designer to change our species to human. In a heartbeat. A few hundred points in HAM bonuses does not come remotely close to the benefit a full suit of composite armor gives you. "How does this stack with #1?", comes the question. Ah, you see, someone in armor doesn't have to worry so much about it. By the time someone in armor sees some white on their HAM bar, they can deal with it, because the next shot won't kill them - not with 60% + damage reduction. For me, though, if I see white, it's the equivalent of a white flag, because the next shot is likely to kill me before I can hit the stimpack. PLEASE find a way to push out some Wookiee-only armor schematics. Same reductions and hit points, but with a little more encumbrance to make up for our HAM bonuses.
I cannot compete in PVP until something is done here. It's not a level playing field. If you were a golfer, would you still play for money if the rest of your foursome (with similar handicaps / abilities) got 10 strokes? Of course not.
What does this mean? I guess I'm going to re-do the themeparks AGAIN. After that, what does this game hold? Testing your mettle against other humans (behind the species toons) is the ultimate reason for playing a MMORPG.
(Side note, just to forestall the inevitable. I will not delete my character and start over. I have way too much time and energy invested in it. I have been playing since Day 1. At that time, a guy wearing bone armor was elite. I had no idea the armor imbalance would be THIS bad.)
Well, thanks for your time. I look forward to a response.
Despite some Jedi players wanting to restrict the numbers of Jedi to keep their class exclusive I had hoped we would have seen a percentage who would want company and would like to help others achieve the goal, I know there is on my server.
From what I can gather there is a strong case for having other Jedi to help and group with and it reflects better the master - padawan system seen throughout Star Wars lore.
I think that it would be a real achievement if you could help another person open their slot. With attitudes that has been displayed by a small percentage of Jedi players, I can see why crystal/pearls are so highly priced by non jedi players.
Once you're a Jedi master, then what, endgame?
With the remote chance of ever unlocking with the current system (the odds are really stacked against this) I hope the new system incorporates this to its core to make sure that there is an end to grinding and more on taking an active role in playing the game.
Just my two cents. I must admit the 'missing part' has rekindled my interest in the process immensely and has made me redouble my efforts into researching and learning about other theories, so at least something constructive has come of this situation ![]()
Thunderheart wrote:
Sure
There is amanufacturing schematic problem we are working on. Its associated with old schematics and should have some sort of fix for it soon. Exactly what the item was is pretty important. Some schematics were altered (like the architect/DE change) and others are old FWG5 schematics that no longer exist, etc. Like I said, knowing what the item was will help me know what level of attention its getting.
Please elaborate on the FWG5 issue, you state a fix soon as well as saying the the FWG5 schematic no longer exists. Was this intentionally done or will there be a fix for the Grandfathered FWG's? Please clarify your answer as this seems like a circular reference TH.
Tesshu
Gorath
- Four weeks ago we had 10 posts.
- Three weeks ago we had 37 posts.
- Two weeks ago we had 34 posts.
- Week before patch, we had 52 posts.
- Since the patch: 0 posts.
So all of a sudden after this Publish people are missing something? Or has something been changhed/added in this Publish?
Thunderheart wrote:
Rorenikibi wrote:
Just a note on some CH bugs, they follow literally on top of me. I cannot even move a meter out of the way and they will move right on top of me.
I had to tame a giant veermok to have a mid level tanking pet tall enoughthat doesn't come to rest with my head stuck in its rear...
Also still having problems with pets staying on the attack.
On the Pet sitting on top of you thing, we'll have that worked out soon. On the pet tanking issue, what was the pet and did its personality change? Some pets are "cowards"...
Well how exactly are some pets considered cowards? Does ferocity play a role whatsoever or what?
As of right now, almost ALL pets are running because the creature and pet seemto be having attack range issues. This has gone on for quite some time with certain pets, now it's just about all of them.
And besides, why would some pets run? Is this just something to add frustration to CH's? Makes no sense to me. Either a CH has trained his pet to attack or he hasn't. Why would a pet be running unless it's near death. It's bad enough pets don't help protect their masters from a DB while lying incapped on the ground.
A little explantion would be nice...
Thunderheart wrote:
Cronuss wrote:
In light of the talk about smugglers lately with the crackdown issues, I would like to bring something up.
I think it would be a great addition to the profession if some unarmed skills were added to the dirty fighting line.
Unarmed skill is required to attain novice smuggler, but never used thereafter.
We could add in some cheap shots or something.. nothing too powerful, but stuff to add viability, RP, and fun!
Cronuss - - why do you not use unarmed? I'll see if anything can be done though.
Aside from role-playing, there is no need to use unarmed after getting Unarmed IV. The Smuggler tree requires 2 trees of pistol XP, 1 tree of Slicing XP, and 1 tree of Spice XP. We gain nothing by using Unarmed.