Development Cycle Archive
Thread: Patch Notes for Publish 8
RocketM wrote:
The people that need to travel the most are the miners anyway and the new remote survey module will save them a lot of that travel time sincethey wont have to actually travel to a planet to see iftheir current crop has shifted yet or not.
Great job on the droid modules. Should make things more interesting for DEs.
Need more craftables for tailors and architects.
Can you elaborate on your reasoning behind making shuttle waits 5 minutes and keeping interplanetary travel 10 minutes? I hardly ever use a shuttle. It is quicker to take my swoop in most cases. The waits at the starport are just a waste of time. I understand it gives a sense of immersion, but it kills game play.
Have you changed the travel lanes? I like many others do not want to go to Corellia everytime I want to go on a hunt. My opinion is that we should be able to travel to any planet from the primary planets (Corellia, Tatooine, and Naboo). Even making premium tickets would be acceptable. It would be a great money sink for you.
Can you put travel terminals in the loading area so that we dont have to run inside to get a ticket. I can't count the number of times i have missed a follow on shuttle because i had to run inside the startport to buy a ticket.
REDUCE STARPORT WAIT TIMES TO 5 MINUTES!!!!!
If you want immersion, go dunk yourself in a tub of water. 10 minute waits are ridiculous and pointless.
And to the one star nazi on all the starport posts... grow up.
TEKTrader wrote:
RocketM wrote:
The people that need to travel the most are the miners anyway and the new remote survey module will save them a lot of that travel time sincethey wont have to actually travel to a planet to see iftheir current crop has shifted yet or not.
And Bounty Hunters...
We don't count remember? We are "overpowered" remember? You are just "whining" remember?
Still the DE changes are nice.
STOP SCREWING BOUNTY HUNTERS!!!!!!
I'm pretty sure our LOYAL correspondant Tanks has been throwing ideas your way. Here's food for thought:
ACT ON THEM!!!!!!!!!!
Combat Balance: A major Combat Balance pass will be happening in Publish 8. The goal of the combat balance is to make combat challenging and equitable across the combat professions. The Combat Balance consists of several aspects.
The first aspect is the Weapon Balance. The Weapon Balance pass is intended to bring relative power of weapons between professions more in line with each other. This is not to say that they will all be the same. Different weapon types will still have various strengths and weakness providing different abilities in which they are ideally suited. Certain weapons classes will stay more or less powerful than the average but this is to reflect a balance paradigm of the profession that uses those weapons. Additionally weapon certifications will be rearranged to provide a better power progression and to better match up with when Weaponsmiths are granted the schematics to craft them. A major goal of the weapon balance pass is to provide players with a consistent and balanced power progression as they advance up their profession as well as providing interesting and varied weapon choices at all skill levels.
The second aspect of the Combat balance will be the HAM redesign. A very critical part of the overall combat rebalance is the change to the functionality of the HAM system. This change will allow a greater ease in balancing overall HAM costs for weapons and special moves. It will also allow Mind to be removed as a special damage type and place equal emphasis on Health, Action and Mind pools for both abilities and damage.
The third aspect is the Profession Balance. Once the underlying core systems for combat (weapons, damage & HAM) are balanced it will be possible to look at all combat professions and balance them in a way that emphasizes each of the professions roles in combat and to give purpose to each individual player as well as reasons for choosing various profession combinations in groups. This includes a skill mod balance, skill tree progression tweaks, combination stacking, special abilities (existing and some new) and overall difficulty.
overbyte wrote:
why are ppl whining about the barker droid module?
The way i read it is that they will have a continuous bubble above their heads with the advert - i see no reason that they would need to fill up the spatial window too.
Maybe it's worth waiting for the facts...
Waiting for the facts??? Why do we have to wait? Why weren't they given right then?!?
I started this gameroughly 3 months ago (coming from Asheron's Call 2). AC2 had a lot of bugs (and still does), but the one thing Turbine and Microsoft had/has going for them was COMMUNICATION (SOE, ever heard of that??? Try www.m-w.com!!). I've NEVER read ANY detailed information concerning ANYTHING in this game. I'm dumbfounded by that. I mean, it's not like they don't have access to the information to share... THEY MADE THE GAME!!
For instance, and this is a rather simple one... who here can show me in the manual where it says that weapon damage is multiplied by 1.5 for the standard attack? How the hell was I supposed to know that? And believe me, if anyone wants more examples of horse-sh1t, half-a$$ed information... I can EASILY fill a 4 page Word doc with examples... without even trying!!
I've never played EQ, but I've had friends tell me that SOE is like that with that game as well. So... what gives SOE? Why are you like this? What is the point? I can send along some links to very well put-together Documentation For Dummies 101 classes...
Atteke wrote:
Gameplay
* Reduced the wait time on shuttle ports to 5 minutes (Starports are still 10 minutes).