Development Cycle Archive
Thread: October 9th Information
Stimpacks don't work on AT-STs
We removed the ability to heal AT-ST through medical means. Please note that any 'organic' faction perk (like Stormtroopers or Rebel soldiers) can still be healed with medicine. It makes very little sense to apply bandages and bacta to a mechanical vehicle such as the AT-ST and return it to full health.
OK then How am I suppose to fix my AT ST ? I realize that the ability to heal the inorganic seams a bit far fetched BUT I also find it even harder to belive that in a world of Intersteller travel that I cant "FIX" a machine. Either by the DE building a special stim or a kit that could be made to reapir the AT ST. The amount of Fps required to buy 1 of these makes the prospect of loosing it to accumlated damage insane. Please think twice about to letting me fix my machines after all they are all I have.
AudioOrgana wrote:
ThePuck wrote:
Another issue that isn't so much a bug as an oversight:
Now that advanced planet missions "scale properly", CHs are getting the shaft in missions because our CH level/pets don't add to our effectiveness for the terminal determining what missions we should get.
Pre-patch, I was getting Lvl 60 missions which I could usually complete with my Graul Mauler and heavy stim use that paid 20k credits. Now I'm getting Lvl 17 missions that pay 2600 credits that spawn creatures that aren't a challenge for my Graul Mauler -- I get 1 CH XP per kill. Without spending all day on Endor running missions, it's not even worth the ticket over there, if only because I have to pay a lot for my PetStims.
Which is EXACTLY why they did it, because CH's and AT-ST users were making tons of cash - those were meant to be done by groups, not solo.
So instead of nerfing your pets, they nerfed the missions.
I think you would much rather have them nerf the missions than they pets themselves, right?
Audio
While I have to admit that the payout on those missions was rather high and most probably ruining the economy, what we're seeing now is the exact opposite problem because my pet's level isn't being taken into account when I get a mission.
Apparently a Master Commando can still get super-high level missions and bring in the big money, but a Master CH (which I'm not quite yet, for the sake of honesty) still gets Level 17 missions that pay out 2600 credits? And using up expensive PetStims (Fish is going for 50cpu, at *least* right now) to heal the pet afterwards rather than just getting a Doctor Buff and running 2.5 hours worth of missions and never healing.
The point is that CH levels should be taken into account when handing out Destroy Missions, just as Commando, Rifleman, Pistoleer and the other combat classes are. "Pets being too strong" has nothing to do with this discussion no more than "Commando kills everything in one hit with a Flamethrower" does. Bring down the payouts if it's required for the economy. Just don't make CH any less a combat class when determining the mission difficulty.
Another new bug for you..hopefully you are still going through these...
You can't tame Droid Deeds anylonger. When you try, you get the old Blurrg/Tybis issue where it tells you that you have no room in that container. Even players with no pets couldn't tame any droid deeds they bought today from myself or the other two DE's nearby.
Treeto
Master DE/Master Artisan/Arch
Wanderhome
Gary is going to be an invaluable member of the team for helping us to put good processes in place.
Goodness knows you need someone.
On the armor issue:
I think resists are working on creatures actually. I think they're working backwards. My mountain squill is taking more dmg from the same mobs as my lady's veermok. Mountain squill 40% resists across the board. Veermok, 20%.
Did someone turn resistance into vulnerability by accident?
Lower armor piercing weapons doing more dmg to armored mobs than higher armor piercing weapons - a study has been done by a rifleman. Wish I remembered his name. Check out the post. It's near the top of that board.
AudioOrgana wrote:
ThePuck wrote:
Another issue that isn't so much a bug as an oversight:
Now that advanced planet missions "scale properly", CHs are getting the shaft in missions because our CH level/pets don't add to our effectiveness for the terminal determining what missions we should get.
Pre-patch, I was getting Lvl 60 missions which I could usually complete with my Graul Mauler and heavy stim use that paid 20k credits. Now I'm getting Lvl 17 missions that pay 2600 credits that spawn creatures that aren't a challenge for my Graul Mauler -- I get 1 CH XP per kill. Without spending all day on Endor running missions, it's not even worth the ticket over there, if only because I have to pay a lot for my PetStims.
Which is EXACTLY why they did it, because CH's and AT-ST users were making tons of cash - those were meant to be done by groups, not solo.
So instead of nerfing your pets, they nerfed the missions.
I think you would much rather have them nerf the missions than they pets themselves, right?
Audio
The AT-ST thing I can agree with and they are taking those out of PvE. Butas forCH... You realize of course it takes over 10 minutes to destroy the actual lair. And that's after 5 minutes of taking out all the NPCs. And that's including 2 of my pets beating on the lair in addition to me shooting at it. So it's not like you could go to these lairs kill 3 npcs and be done with it and makea millionevery few hours.
Up to this patch the most I made was 120k a day, and that was usually about4 hours, and 8 missions.I'd die if I wasn't careful.If I didn't havedowntime to heal pets, the downtime to actually finish off the unguarded lair. I could understand.
I could let my pets attack the lair alone....then it would take about 20 minutes, so I go camp about 40m from the lair and make stims.I mean hey it gives me a break to craft more stims if I need any.All these missions gave about 16k topson lok, pretty fair price for the time actually spent per mission. As it stands now I can get 10xthe payout per hour on tatooine. And it's zero challenge.
The lok missions were challenging, It wasn'teasy by any means. But you're forgetting one thing, this doesn't affect any elite profession at all, they still get the high payout missions(except on endor)I focused on CH, I have mid level pistoleer. And I'm gettingeasy missions and crap payout.
The missions that are given are just seriously WAY too easy. I don't even need my pets at all to do them. I'm not using knockdown till that's fixed either.
<<<I’d also like to point out that most of the items in the update worked as intended. I’m not using that as an excuse; we certainly know there are too many issues for comfort, but I would like to squash the inaccurate accusation that every time we fix one thing, two things break.>>
I'd also like to point out that it'stoo early to start with the spin cycle as we cant evensubmit bug reports or open CSR tickets on a number of servers... the only things you've been mentioning in your posts are the ones where people found something contrary to the patch notes and were loud enough on the boards to warrant making it to the list.I noticed that there were several things already fixed since the patch that didnt even make it to the issues list you've provided... whatever.
Why dont you just take 5 minutes and address the 2 real issues...
1) When is the /bug and Customer Service systems going to be online so that we can report bugs as we find them, and
2) What are you going to do to ensure that the massive (well, pervasive at least) bugs like those introduced in this patch do not happen again?
A few bugs:
1. Cannot access the external option menu from the launchpad. Clicking on options gives me a message saying DirectX not installed. Tried to reinstall but said it was already there.
2.Personal chemical extractor has a mining rate of 1. Thought this was higher before patch but been a few weeks since using one. I can sample more in 30 minutes than I can mine in 10 hours on a 91% spot.
3. /bug was working on Gorath Thursday afternoon but wasn't working late Thursday evening. Getting message saying it isn't connected.
There was something else, but forgot.
the good:
Examining your factory now tells you what it's running (if anything), how long per item (in seconds? or some weird fraction of a second like putting maintenance at half hour intervals?), and how many have been made. No more having to stop your factory to see how far along it is!
Moving rotated furniture in a house no longer resets it to default orientation
Factories accepting crated items without having to take them all out of the crates!
Friends list upgrades.
the bad:
Factory crates not always auto-loading into the schematic slot. Succeeded with Synth and Metal Fasteners, failed with Jewelry Settings and Trim. Had to go to inventory and pop them out individually, then go back to crafting station panel and add them in the old fashioned way.
Friends list does not automatically update when you have 'hide offline friends'. If you set it, then close the panel, a friend goes offline, you reopen that panel and his name will be there and listed as offline. This despite the 'hide offline friends' button being checked. Upon messing with the UI, it seems to generate an update and the list will fix itself, but it will not fix itself by itself.
/bug broke this evening for a while.
chat channels seem to be randomly breaking up. lost /tells for a few minutes this evening. could not see them on my screen, sent to a friend and he saw 'somebody tells you blah blah blah', i saw no text at all on my screen. vicinity was fine, tho. ran a short distance, got spammed by friends list updating, and then tells were working again.
seems to have more lag spikes near cities. graphics froze up sporatically more often while running to/from city.
pre-patch harvester deeds have drastically reduced hopper space. no sign of this being fixed in the 'hotfix' announcement, although it was listed as such in the 'status' announcement.
Bug Still In Game:
I have a medium gas harvester that I have had since pre-patch. It's laying on the floor in the basementof my house (Wanderhome/Naboo/Moenia) at 5338 -3094.
In /examine -ing this deed, it reports a hopper limit size of only 5k. Gah! Wasn't this supposed to be fixed on Oct 10? This is a pre-patch deed, and it's now only 5k in hopper capacity. That's not fixed. ![]()
Another one I don't see on the list.
I'm +5000 trade federation faction points - but just now east of theed (wanderhome) I see a band of Trade Federation Loyalists, and they're red-aggro. Meh? Since when?
Also, the swamp troopers that are behaving as plasma thief faction in Moenia. That's a mess still.
This occurs when select "Sell Item" from the vendor window. THe sell item windows comes up and I see my base inventory. So far all good.
Before the patch:
If I double clicked on my pack the packs inventory would appear in the list of item to sell, but the little double up arrow to go back to my main inventory would almost never appear. I would have to exit the window and start over if I needed something from my base inv.
After the patch:
When I double click on my pack the double up arrow always appears, and I can click it to go back to my base inventory. The problem is that only the items I have equiped show in the list. None of th other items in my inventory are avaiable to sell. What's worse is that it stays like this until I log. Even if I go to a different vendor it will still only show the items that I have equiped when I am looking at my base inventory in the sell window. The only solution for this is to put any items I want to sell in my pack and then go back to the pack to post the sells. This is very annoying!