Development Cycle Archive
Thread: Publish 7: Major Features
Awesome, AWESOME additions here
I think with real light sources (bye bye torches!) and vertical item placement we're going to really let people be more creative and we'll get to see some setups even more impressive than before!
And of course....droids. Ah.
We made two threads last night. Both got deleted.
I don't feel like getting banned, so talk to our correspondent.
So what I'm reading..
Warcry's getting nerfed
ALL crafting is getting nerfed
Calling pets/droids/vehicles is getting nerfed..
Did I miss anything?
Oh and BTW do you dev's think we don't pay attention? This is the same crafting nerf you tried 3-4 publishes ago.. it didn't fly thing and won't fly now..
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Thunderheart wrote:
Droid & Droid Engineer Enhancements
· Droid Damage Repair Kits and Droid Wound Repair Kit
· Droid Battery consumption rate halved (enabling them to last twice as long)
· Droids will no longer be susceptible to poisons, bleeds, /warcry or /intimidate
· Combat Droids will have all the fighting functionality of a regular combat-capable creature (CL10)
· These options will function like creature pets.
· All players will have the ability to own and operate these combat droids.
· A combat droid is a droid that is capable of attacking things, in addition to other potential droid capabilities that can be added to droids currently.
· The normal crafting process is used, and a combat module is included in the droid.
· Combat module will only mount in droids capable of combat. They can be placed in one of the general droid module slots that already exist on the droid chassis’, seen during the crafting of the droid.
· Combat module is crafted in exactly the same fashion as other droid modules, using a draft schematic, resource ingredients, and previously crafted component ingredients.
· Combat modules can be crafted at varying quality levels, which can be seen when the module is examined.
· Combat modules stack and if more than one of them is placed in a single droid, they have a cumulative effect.
· To have the strongest combat droid, six 100% combat modules must be used in constructing a droid.
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I've dealt with the changes to this point having been on since the launch, and have "rolled" with them, but this is out of hand. There is no mention whatsoever about balance for wookiees, ie lack of armor. As well, one racial bonus we had was that of +10 on Warcry, which is being made useless by the sounds of this patch. As a Wookiee from the start, I have tried to find ways of using my strengths to counter the fact that we have no natural resists or armour and warcry has seemed to work. This makes sense seeing that we were given it as a racial bonus. Plus the fact I have no idea what wookiee roar is all about cause it seems to be a gimped version of my intimidate 2 but on a timer. Yeah, that's real usefull.
TH, I'm not going to through a tantrum and am not about to leave the game. All I ask is to let me know if now is a good time to just scrap my character and start fresh. I guess I should just be a human so I can migrate all my stats into mind, get the best comp armor I can find and train in whatever the flavor of the month is, and forget about rp'ing my character all together.
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Thunderheart wrote:
Junk Dealer Revamp: Continuing the loot system changes will include the rebirth of the Junk Dealer. As part of this change, Junk Dealers will have more robust conversations, be willing to buy all different types of NPC loot drops and become a new source of income for players. Player will now be able to go adventuring, collect the various loot drops from NPC’s, adventures and dungeons and take it to a Junk Dealer to sell. Junk Dealers won’t buy just any junk either. Different dealers will specialize in different kinds of junk, so players will have to explore and find out which dealer deals in which kind of junk. Be sure to talk to the various Junk Dealers to find out which junk they like the most!
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So by a new sourche of income do you mean that we can get like 1000's of credits for itemes, like a Tusken War Mask might get us say 5,000 credits at one junk dealerh, 10,000 at another. A Selonial War Sheild may yeild 500 credits at a junk delaer on corrlia while on Tatooine it may get 4,000 credit type of thing?
More then 16 credits right more then 100 right? Because If its less then the credits we get off the mobs, then its not worth adding this feature at all.
Thunderheart wrote:
One further comment, I noticed an abscene of any fixes to broken commando weapons![]()
The HAR will be improved in this patch too - - remember, these are only the major features. Also keep in mind (sing it with me) Its coming in the combat balance....
All the combat changes will make sense at that point. (Its in progress...)
Can you give us any time line of when you expect the combat balance to be complete? A year? 6 months? 2 months?
Also,are the new weapons going to be in publish 7? Is that one of the things you aren't telling us about? Or will that be in a later publish?
This will noticeably reduce the effectiveness of experimenting with low quality resources by all players. However, this will give master crafters more of an advantage over less skilled crafters, as they have more experimentation points to use, and will be more likely to produce an item with maximum attributes.
Boy, cause thats what we really needed.
rogi wrote:nice nice
Yes nerf wookiees! we don't suck enough
Lighting Objects: Players will now have many craftable light sources in the game that will have the true functionality of a light source. All of the current lamps styles in the game crafted from here on out will now have glow of light. Additionally, many new lamp styles have been added to the game and now players can also have candles. Players will be able to purchase architect crafted candles for players that will flicker and glow for about 2 weeks and then burn away. Lamps will also decay, but at a reduced rate.
Would it be possible to reduce drastically the ambient light in player structures with this? In the generic/corellian buildings you are already about snowblind from the ambient lighting on the walls (of course their lack of reflection makes characters still appear dark :/) At least reducing the ambient light and letting us light it ourselves would be great.
Also, with the addition of move up/move down giving us a couple of options for sconces and chandeliers would be great.