Development Cycle Archive
Thread: Test Center Update Notes Mar 5, 2004
LeBob wrote:
Commodities Market/Vendors: Fix to no longer allow people to sell bags that are not empty on vendors.
how is this a fix?
this is often very usefull
the rest sounds great though!
/cheer wookiees
QFE
Rogue_5 wrote:
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Commodities Market/Vendors: Fix to no longer allow people to sell bags that are not empty on vendors.
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Please do not implement the backpack change.
Please take the time to code against the possible exploits it enables rather than thisshortcut that results in this nerf.
Rip-offs are going to happen no matter what you do.
This isnt a fix, i can see why, but this isnt the way to go about it.
Make a item that WILL allow us to pack items in it for sale with no nesting, call it a grocery bag or something akin. Make it off limits to the lightsabers you're REALLY worried about and stop letting Jedi crap mess up the game for the majority of people, pretty please!
Fivo Asia
Hitchico wrote:
Is it true that on the test centre counter attack, dodge and block are capped at 125? This worries me as I am a Master Swordsman, Master Carbineer so now one line of one of my chosen proffessions is rendered virtually useless? I can understand capping it due to the dabblers with approx 200 dodge (+whatever dodge tapes they may happen to have) and insanely high melee and range defence by picking and choosing defence lines of various proffs. But i have no other proffessions and as a Master of 2 proffesions why should i be penalised due to the fact their defences overlap? If the developers never wanted this to be the case then why have similiar defensive attributes if they didnt want them to stack. I could understand capping the dabblers but if you are a master of 2 proffessions then surely you should benefit from all your defences.
Maybe I should stop being different and playing the classes that i enjoy and go for the flavour of the month tka rifleman :/
So in other words, nerf all the 'evil' dabblers out there with only a handful of Swordsman & Carbineer skill boxes (who only have a few defense stacks), and exclude all the master Swordsmen & Carbineers (who have the maximum defense stacks)?
Wow!Now that's fair & balanced! BRILLIANT SUGGESTION!
Perhaps you'd like a cookie with that? Or maybe a foot massage?
/end sarcasm
Newsflash: 'dabbling' ain't a crime... it's how this game was meant to be played. It's skill-based, NOT class-based.
vazkoor wrote:Commodities Market/Vendors: Fix to no longer allow people to sell bags that are not empty on vendors.
For many reasons, with that new "feature" i will have to close my shop, and if i find no other fun that will cause me to quit.In addition i wonder what will happen to my 300 customers, maybe many of them will quit for the same reason because i am offering items already noone sell any more on my server.Thats will seriously put a end to many commerce practices, and put an end to interest of the game for many players.If you want to reduce objects in the database, add stacking to objects, restacking into crates, remove limit crate of 50, remove ressource limit of 100 K. The solution are obvious, rather than implementing the right solutions, you want to remove the only solution we had so far for big business, after that only small business will remain, small business mean not interesting for long for players, mean even more shop closed (already 90 % of vendors are empty, now 99,9% of vendors will be empty because it will be even harder to run big business).Your are going really wrong this time...
You are dead on here! Probably devs will come on live and say hey look there are still plenty of merchants with stuff at [insert largest player city on said server]. Nevermind that 30 days from the patch after many of the crafters/merchants quit that almost all of those vendors will be empty.
Padre