Development Cycle Archive
Thread: Publish 8: Various Gameplay Changes
A fix for the problem with musician/dancer buffs would be greatly appreciated, just make it fast. Right now you can't get simultaneous buffs if grouped with a dancer and a musician, only the buff for the first /stopxxxxxx command will stick. In other words /stoplisten; /stopwatch will give a music buff, /stopwatch; /stoplisten will give a dancer buff. It used to give both and should still.
This eats 10 minutes of the first buff to get the second, as if Entertainer buffs weren't gimped enough already. This is coming from a master doc btw, at least I know I can drop a full set of 6 on someone inside 2 minutes.
Careful, Docs may get this treatment as well. Think of the Lines when Doc buffs take 10 mins.
REMOVING THE NOVA TROOPERS AND HIGH-LEVEL STORMTROOPERS WAS:
THE. WORST. IDEA. EVER!!!
To all the people saying disabled vehicles should not be repairable - fine - but fix the damn store bug first - ie where it decides not to store itself.
Flying my AV-21 - got pulled off for a scan - tried to store vehicle - no luck - got turned overt - killed - vehicle blown up as well - all my hard work on the corvette in vain. Frankly it's stupid - you introduce a new vehicle as a reward for a pretty hard mission, but then make it so rebels can't afford to use them if they want to keep them alive. At least fix the bugs preventing people from protecting their pride and joy before you force them to protect it.
And how about making things a bit more interesting for imps too. Maybe having rebel spies in some of the more rebel cities that can turn an imp overt? Otherwise all you persuade most people to do is go imp for an easy life. Personally I don't mind the threat of scans, but I'd like to see how the imp players like it.
TrancerKarn wrote:
Thunderheart wrote:
The development team made many gameplay changes as listed. Please post your opinions, comments and feedback.
Profession: Scout
- Fixed a problem where traps could not be thrown indoors.
Was really, really glad to see this. Went to check this out post patch and stopped off to destroy a lair for a mission. My traps have stopped working outside. I tried them off the toolbar and on no luck. I'm in the Ranger trap skills so I use my traps often. I hit theappropriate function key and the combat action window quickly lists the action of "Throwing Trap" but the trap never gets thrown. Worse I have to rengage my gun for it to fire again, as if the gun gets locked up or something.
Anyone else experienced this? What's the word? Ug....
Gillgalid wrote:
With regards to Starport wait times, please tell us that you're are going to do everything in your power to get this moved from the GCW publishto a soon as possible. This is a long over due change is onmy list of top5issues with the current game (most of which are being addressed soon). Please hear the cries of the majority out there that want the reduction to improve our immersion.
Loose debris lying around no longer OPEN, just give credits, so you can't get to the items that are inside.
teeth0r wrote:
The PSG stat shifting seems to be fixed now, but my PSGs seem to have been 'nerfed' so that they no longer protect against Kinetic, Blast and Acid - is this intended? Also, was the problem where a PSG would be equipped but would not function (i.e. it would not protect against damage and would not lose condition) been fixed?
I've looted Tusken Helmets today that I can't wear, then got a third one that I can weare.....is there more than one type or are they bugged?
Doby
Naritus
Must have kept quite a few people busy to implement things like the Novatroopers or the crafting experimentation changes we had - and then they are simply removed after a day ?? Utterly failure ? Test-Center useless ?
*shakes his head in disbelief*
Id love to force the devs starting to play this game on their own, possibly making them grind some 30 professions. Maybe then they would understand what we really want.
salvestrom wrote:
A change has been made to npc corpse decay times. Previous to publish 8 a corpse that had nothing would take X amount of time to decay, however, opening the loot window of the corpse then closing it caused the corpse to take Y amount of time to decay - nearly twice as fast as X.
Now a corpse takes X time to decay (maybe 5 minutes?) regardless of whether you open it up or not. This has almost no impact except in one respect. Camping force crystals. By being at my keyboard while I do this I am able to kill more mobs over time than someone who is afk macroing, and therefore unable to open the corpses to cause faster decay.
Was this an intentional change and why? I had a nice benifit for being someone willing to actually be at the keyboard while I play.
Salvestrom.
Typical. I finally decide that yes i should post it, and it was fixed ovr night anyway