Development Cycle Archive

Thread: Publish 7 Feedback: Open Discussion

TechnoHic
Wed Mar 17, 2004 7:38 am
#157

OK commando fixes.


Thanks for more meaningfull titles, I do apreciate it but merely fluff.


HAR fix: Ok skills working but weapon is worthless. Wont see any commandos using it except for novelty and barely even then as it has the delay of the FT, much higher HAM cost, no DOT, and initial hit is half as damaging, and most creatures that have high heat resist have high acid resists.


Suggestion: Ok, so it isnt useable with being fixed but it could be a start. For its higher HAM and no DOT and reduced damage, why not make its specials work at 64m and remove the delay. If you do this simple thing, you make it as an alternative of the FT without it being a FT clone along with since we are classed as a "ranged" profession we are now easier to hit by ,melee attacks but yet are forced into melee range due to our specials, that would give us another option.


Thanks for at least the effort. I dont want you to think I dont apreciate the try.





CARNAGECARNAGECARNAGECARNAGECARNAGECARNAGE
CARNAGECARNAGECARNAGECARNAGECARNAGECARNAGE
CARNAGECARNAGECARNAGECARNAGECARNAGECARNAGE
CARNAGECARNAGECARNAGECARNAGECARNAGECARNAGE
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Elder Commando
Carnage' - Master Munitions Trader
Nobunoga Oda - Bounty Hunter >
Yec
Wed Mar 17, 2004 7:42 am
#158






atimes wrote:

Please do something about these forum colors.


My eyes can't take it man. ..









Yes, the new forum skin is very poorly concieved... that there are huge white bars in places while the text is gray... the logic escapes me.


However, you can switch back to the older skins by going to the My Profile link above and clicking on the Skins tab, and selecting either the crackdown skin or the original.




_________________________________________
Yec O'Lar - Retired - WoW 4tw
Damage Incorporated
ban liam again!

Dubolom
Wed Mar 17, 2004 7:44 am
#159

LOL This publish should be called Droid Invasion 1: The Bay of Pigs (in reference to the most ineffective invasion attempt in history, for those who don't know)



==============
Veni. Vidi. Discedi.
KauriDog
Wed Mar 17, 2004 7:58 am
#160

Idea for how to keep something simular to the new system, but have it be more effective:


Currently, experiment is fixed at 5% per point of experiment. This low number is what I think has allot of people peaved at the new system. Here are some ideas to change it:


1) Make it so the % is higher.....a simple fix, but not the best one


2)Make it so that the amount of fixed experiment percent is based on experiment skill. 2 questions work for this: A) experiment skill divided by 10 is the percent, so itd be 10 percent with 10 experiment points. B) 5+experiment skill divided by 25. This would mean that the last 5 experiment towards the skill tape cap would mean something for even crafters. Cause at a full 125 you'd have 12 points of experiment, at 10% a point.



Either of the 2nd to options would make the difference between levels of experimentation more pronounced, as well as increases the difference between a novice and a master.



"I wanna be your........Sledge Hammer!!"
Batwa thePunk (RA)
BaTek Stims, Naboo, -4104 6550
Master Doctor/Swordsman/TKA
Athena Beach, Naboo, Sunrunner
Alt:Hephaistos (RA)
Musician/Merchant
Erillion
Wed Mar 17, 2004 8:02 am
#161

Fazit at beginning : NICE hotfix .. not worth the patch name .. Final kick in the marbles for the DEs


--------------------------------------------------


Nice new dungeon


up / down a godsend


lamps, candles, garages .. very nice


Carbine fix .... good .. overdue


Smuggler Panic shot nerf ... kicking when someone is down (Imperial Letdown Publish 6 inside joke)


Spice ... good .. overdue


Experimentation ... less crit fails .. good .. overdue


New crafting ... the rich get richer, the poor get poorer, skill tapes will net even higher insane prices than before, debris pile camping will reach unbearable proportions


Droids .... where shall I begin .... you made sure DE regret logging on ... is it the constant tells from angry customers that they are scammers and their probots worth $$$$ ... is it the nerfing of all probot armor, which makes the new higher HAM actually worth less then the old HAM with armor ... is it the MUCH higher complexity of EVERYTHING .. is it the exotic resources that are needed ... is it the constant tells for the Super-Combat Droids and Droideka either now or in Publish 8 .. cause people stare someminutesat the Droid Invasion Poster while patch is downloading ...


Its NOT a droid invasion its a XXXX ... ahh .. lets keep it constructive ... Poor DEs !!!!!!!!!!!!!


Have fun


Novarider

Mack_Dorgeans
Wed Mar 17, 2004 8:08 am
#162

KaernLegorah wrote:




Quite a few Jedi have made mention that they were never able to use the Republic Blaster the way everybody else could. Just an FYI


Thanks for the information -- I'm no Jedi, so I can only go on hearsay.


Master Artisan + Master (Tailor, Weaponsmith, DE, Armorsmith, Chef, Architect) + Master Merchant = 203 skill points. That leaves you 47, so pick two of the following: Pistols 4, Rifles 4, Carbines 4, Ranged Support 4. If you want to fully dedicate yourself to crafting, that's the price you pay. Try telling a Bounty Hunter that he's out of luck when he wants to dabble in..... anything useful at all. Actually, don't try that because you'll get flamed like crazy and it will be a waste of time. If you want more combat skills, then give up some of those Merchant skills. Balancing your combat and non-combat skills, that's the name of the game.


No, that's not the name of the game. It's whatever the players want to be within the system. I gave up crafting for a living long ago, but there's no reason why more obstacles should be placed in the way of single-account crafters who already have plenty of problems to deal with. Two lines in marksman is a great idea for those who want to go that route, and this cert issue isn't a problem for them. What about players who want to be crafters/healers/entertainers? Granted,a lotof them left long ago, but why continue to push them into extinction?


If you're going to get pummeled with a good gun, then what does it matter? The speed mods isn't a good arguement, since Body Shot 2 in the Marksman Pistols line doesn't have a large delay, and you can easily get a very fast and very powerful Republic Blaster if you're willing to dish out the money for it. The accuracy mods aren't such a big deal, since the Republic Blaster is already very accurate at long range.


The gun is just FAR too powerful to give to people with little Pistol skills (or even none at all).


I have no beef with that conclusion -- just that pure crafters stuck with CDEFs or D18s or whatnot have no way to get to a harvester surrounded by even mediocre aggressive mobs without help. Pets don't do the job as promised -- if they did, then they wouldn't need a decent weapon.


That defeats the entire purpose of the certification system.


You don't seem to understand that Pistoleers (and I'm sure Carbineers too but I don't read their forum) don't like you using the gun. At all. Not even a little bit. Seriously, really don't like it in the slightest. Actually, more like hate it. Most Pistoleers want the certification for the Scatter Pistol (the BH gun) to be in the Pistoleer tree too (I disagree but that's my opinion). It's not just a question of the gun being powerful; it's also a question of giving each combat profession the respect they feel they deserve. Carbineers and Pistoleers get kicked in the hoo-ha's plenty enough already without having the added frustration of seeing a 3 Entertainers run by with Republic Blasters right as Mr. Over-powered Rifleman deals the Death Blow.


Sorry, you don't like losing the gun, but these people didn't want you to every have it in the first place and they're fully justified in feeling that way. Having dummed down versions of the weapons isn't going to cut it.


I'm not losing any guns. I'm a novice rifleman and have no use for those guns. I do, however, know people who have Republic Blasters purely for self-defense while they walk between houses, go surveying, or visit harvesters. If the poor spawn system would just avoid dropping dragonets andTuskenson top of harvesters, or in bocatts the front yard of a player city house, then there would be no need for no-cert weapons.


It's not a nerf, it'sa fix. Don't call it a nerf, when it's not a nerf. The certification was busted, and now it is fixed. Just because you get the short end of the stick doesn't make it a nerf.You're not going to get any sympathy from Pistoleers or Carbineers due to the crap-tacular state they're in. They will argue the point into the ground that it is their weapon, and not yours. You want give and take? Give me your Republic Blaster, because they've taken away your certification for it. There's your give and take.


It's a nerf. Everybody knew about the no-cert weapons for many months. If it was such an issue, why wasn't it fixed long ago? Here's an idea: how about fixing the spawns so there's a safe zone radius around houses and harvesters so non-combat players can get to where they need to go?Have you ever had a spawned camp structure physically block your house entrance when you're just trying to get home to log out safely? That's a bug that needs to be fixed, and needed to be fixed for as long as any weapon cert. I'm not saying answers are easy, just that some real consideration needs to be given to the plusses and minuses of changes, and some balancing out should be done.


Sorry you don't like losing the gun, but it never should have been in your hands in the first place.


By all means, move the certs. There are weapons for low-skill marksman/brawler players to use. Give non-combatants something for defense, whether it be a high-penalty weapon, real guard-dog pets, or some silly little sonic emitter to scare away mobs for a minute to give true non-combatants a reason to stick around. There are ideas out there, I'm sure, that would provide a happy medium where these weapons are no longer the easy way out, but don't leave non-combatants totally defenseless.




Mack Dorgeans
MackDor Enterprises
Eclipse Crafters Alliance
Yec
Wed Mar 17, 2004 8:10 am
#163






Deidre_DE wrote:

--A module that will bark ads... because there isn't enough spam in Theed and Corellia.






LOL great. I hope I can add droids to my ignore list!



_________________________________________
Yec O'Lar - Retired - WoW 4tw
Damage Incorporated
ban liam again!

Katrya
Wed Mar 17, 2004 8:11 am
#164

I noticed that after P7 went live yesterday when I examine my BE pets their damage is not displayed in datapad. Has anyone else noticed this problem? It seems everytime a patch or publish comes out, the pets get messed up. Last time around the pets and droids stood right on top of you.


Katrya


Akaara
Wed Mar 17, 2004 8:11 am
#165

Where can I POST NEW ideas for the game? I am at a loss as to where to start a new topic for the Dev's to consider. I would like some kind of privacy feature. The constant barrage of tells makes it nearly impossible for me to do anything else that I may WANT to do while in game. /anon doesn't DO anything.


I am getting burned out .. we need some way to log in and(sometimes) play the game without constant tells. I wouldn't have the privacy feature on all the time but yesterday I wanted to do something else than be Mayor and Tailor, was frustrating.



_____Chiana_________________________
JEDI ELDERCL 90

Sying ~ Master Entertainer

Nikeesha YMaster Tailor

willowbend
Wed Mar 17, 2004 8:33 am
#166

The experimentation changes could have stayed if you had done ONE other thing...remove the +12 crafting and put everyone back to +10 or make everyone +12. This one thing placed in the midst of such a radical crafting change is as unbalancing as the twin power handler pistols you removed and all the CH abilities you changed for the sake of balance. This ability to obtain two more points was established in an uncontrolled camping lootfest and was a big mistake. Remove this and you can bring the crafting experimentation changes back to anew and balanced playing field. People can then differentiate themselves by good resources and hard work instead ofusing these unbalancing +2 points.
Midgrad
Wed Mar 17, 2004 8:35 am
#167

My Bio-Pets no longer list their attack speed, to hit, or damage in the datapad. I have a level 19 blurrg, level 49 dewback, level 30 merek and level 66 gurreck. I purchased these pets based on their damage and would like to see this information returned to the datapad, please.






**If any BE on Radiant can make a BE pet with 600+ damage please send an in-game mail to 'midgrad'. I am willing to pay$$. I would even be interested in any pre-patch 6 BEgurrecks/rancors that have 600+ damage and 12k ham in deed form or tamed. Thank you...
Salporin_Wookie
Wed Mar 17, 2004 8:37 am
#168

This is something about the player cantinas discovered via the new vertical move command.


First off, vertical move = best change yet!


Problem tho... since I got my cantina, I've been dying to put stuff on the shelves. the first thing I did when this patch went live was try to stock my shelves... but when you move things toward them you get "invalid location" message. Oh well, hope dashed. At least I can put drinks on the bar!... nope "Invalid Location".


Is this supposed to happen? Have you devs been teasing us all along with those tantilising shelves and bar counters BEGGING for decorations?





Sal Po'Ryn
(pre-NGE)Master Architect,Master Artisan,Master Merchant
(post-NGE) Master Shipwright
SalCo Industries, a subsidiary of SalSlak Corp
Numanjii City, Naboo (Ahazi) wp: -2203, 644
Rhaine Starfal
(pre-NGE) master Creature Handler, Master Dancer
(post-NGE) Ace rebel pilot, Lancer Squadron, 13th Roving line
B-wing pilot - Lancer 5
B-wing(The Big Stick), KSE(June Bug), Nova(Serenity), Y8(The Beast)
Lyekka
Wed Mar 17, 2004 9:53 am
#169


# Many fixes and improvements to shellfish harvesting


I've been harvesting Mollusks for several days, since I need them for one on my BE schematics. It is a slow and frustrating process, since I cannot choose what to harvest. I get Crustations about 40% of the time, and Mollusks about 60%. I get only 2 to 5 with each pull. Even running a macro, I could only get about 250 per hour. You cannot really be AFK for more than a couple of minutes, as they do not auto stack,and your inventory fills up.


So I was excited to read that there were improvements in this Publish. However, when I went out to try it last night, I found the process to be exactly the same as before. Still no choice, still the same painfully slow pull rate! May I ask what exactly was fixed and improved?





Aurorra Lightstar Master Artisan Master BE
A to Z Enterprises -3747 3579 SE of Theed, Naboo Tarquinas
Ranged Weapon Power-Ups, Crafting Tools, Fishing Poles, Vehicles and More! BE Tissues for Clothing available

Lyekka Master Swordsman Ranger
Corellia Lowca
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