Development Cycle Archive

Thread: Publish 8: Various Gameplay Changes

CrazyGreggy
Wed Apr 28, 2004 1:14 pm
#196

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.



KzinKiller
Wed Apr 28, 2004 2:49 pm
#197


Careful, Docs may get this treatment as well. Think of the Lines when Doc buffs take 10 mins.


You mean the line at the Exit, I assume.




*
The significant problems we face cannot be solved at the same level of thinking we were at when we created them
Albert Einstein

CU-1 ... CU-2 ... CUL8R
PhoenixOrion
Wed Apr 28, 2004 3:22 pm
#198

REMOVING THE NOVA TROOPERS AND HIGH-LEVEL STORMTROOPERS WAS:


THE. WORST. IDEA. EVER!!!





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SkaldofMidgard
Wed Apr 28, 2004 3:25 pm
#199

Yeah that would be rich


introduce a 3 min wait between each doc buff.


Health - 3 mins - Strenght - 3 mins - Constitution - 3 mins - Action ...... .ahhh heck, forget it, Iquit



Exdao'c // Katarina
Master chef // Master Jedi Grinder.
Member of SDK
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Rasp3on
Wed Apr 28, 2004 3:42 pm
#200

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.





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arriviste
Wed Apr 28, 2004 3:59 pm
#201






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....






Traps still work, but only if they're top layer of your inventory, just like conceal kits.


BAH to this. I am aMaster Ranger thatuses all eleven traps -- PLEASE allow us to throw them from a container within the inventory. This takes up too much space. Eleven spaces in the top of the pack?!?!




¤ Ka'atdesk Dharini ¤

"Sheep go to heaven. Goats go to hell."

Edgehead
Wed Apr 28, 2004 4:03 pm
#202






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.







I think the idea to reduce wait time at starports will be addressed in Jump to Lightspeed. Don't want to wait, buy your own starship and fly directly to the planet you want to go with no layovers in Coronet. A great selling tool for an add on don't ya think.





Edg'a H'da

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on Naritus


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Neatos
Wed Apr 28, 2004 4:14 pm
#203

Also broken in today's patch:

Loose debris lying around no longer OPEN, just give credits, so you can't get to the items that are inside.
DToxWeaponsInc
Wed Apr 28, 2004 4:35 pm
#204






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?






Um..yeah..what that guy said. My Jedi wears PSGs and condition NEVER drops



Master D'Tox - "Master Weaponsmith"

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steveg1966
Wed Apr 28, 2004 4:59 pm
#205

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





Colonel Doby Iteew

Army of the Rebellion

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gm_al
Wed Apr 28, 2004 5:34 pm
#206

All Im wondering now is... all this wasted effort !

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.



================================
DM
Ex-Leader of Ahazi imperial guild SMURF
Ex-Founder of Rori player city Kaomaris
Now happily enjoying new challenges
=================================
shadowmaster55
Wed Apr 28, 2004 6:28 pm
#207

this CRACKDOWN is a JOKE you might as well call it "Lets let rebels farm the crap out of the game and remove something any time the rebels cry about it" the devs and CSR's are a bunch of morons from what I have seen so far. if you are going to have an emperial crack down then that is what it SHOULD BE.
salvestrom
Wed Apr 28, 2004 8:25 pm
#208






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
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