Development Cycle Archive

Thread: Publish 9.3 Feedback thread... DECREASED STARPORT TIMES, Poison resists, etc.

OslasAne
Wed Aug 11, 2004 2:04 am
#209






jefmes wrote:

Just because someone has to complain...


Decreased Starport times - gee, why don't we just add point to point teleportation into the game now, and we can explain it away as a massive physical disturbance in the Force!


I suppose this makes a lot of people happy...but I'd love to see your guy's plan for making Starship travel more desirable than the public transports if we're able to move around even more quickly on them! Smuggling (and I'm not a smuggler, never have been, just talking from a fictional POV) depends greatly on the difficulty in getting from point A to point B.


One change for good sometimes has repercussions down the line!





Heh, Must have never been a Bounty Hunter either. After spending 45minutes shuttle hopping around the galaxy over and over again for a few weeks you'll see this as a good thing. I am Master Smuggler now. Can't see how this would tie in any way to my profession. And if you were talking revamp,I wouldn't worry to much about it, we are way down the list and when the time comes for the love we were promised I think we have enough ideas to make us happy and it won't corcern the wait times at all. Honestly we are talking 6 months minimum before anything huges comes unless things have change which I doubt they have.


AS for the Patch. I am alll for it. Everything in it was a plus. I know TH kicked around the Starport times ideaa few months ago, nice to see that it finally went through.


Thyriel
Wed Aug 11, 2004 2:06 am
#210

Travel: Decreased starport wait times to 5 minutes!!


Really Great change, almost thaught u forgot about all the petitions to it!




Profession: Doctor Added point blank area poison & disease cures for Doctors Added new Doctor Disease & Poison Resistance Buffs.



Good idea, bad done. Docs really needed much HQ Resources before these, but now they need awesome large amounts of it. Would have been much better doing those Poison & Disease Buffs with the same resources as normal Buffpacks but maybe Liquid Suspension as component or so.


Erillion
Wed Aug 11, 2004 2:19 am
#211

I declare patch 9.3 one of the best and most useful patches so far !


Made life MUCH easier for all players by removing a stupid time sink.


Breathed life into a dying game aspect (PvP).


Love it


Have fun


Novarider



(Now : just drop that stupid 110 item limit in Patch 10 and that will be a fine patch too !)
Snake-Plissken
Wed Aug 11, 2004 2:31 am
#212

thanks for this patch /bow


now i hope the material for the new medics spawn fast , on wanderhome are nothing



Snake' Plissken

Salleria Darlen
Light Jedi Knight since 07.06.04

gusughost
Wed Aug 11, 2004 2:33 am
#213

W00T 5 MINUTES ON SHUTTLE TIMES NOW IF THEY WILL NERF PLANET HOPPING AND LET ME TRAVEL TO ANY PLANET FROM ANY PLANET!!!!
Dengathar
Wed Aug 11, 2004 2:37 am
#214






Mistwaver wrote:





Samca wrote:

I am a wookiee and I am all for the increase in encumberance. We now have armor that is on par with Composite and Ubese, therefore our encumberances should be on par with Composite and Ubese. We have more stat points to work with and require very small buffs in order to get the armor on. I have friends that play humans that need muon or a mind buff just to get their helmets on much less the rest of their armor with Composite of equal resists to the Hunting Armor. I have other friends who will not even take off their Comp Armor because they don't want to get rebuffed and spiced to put it back on. If we are going to have increased stats, with armor that is equivalent to the rest of the species in the game in terms of resists, then it is only fair that the encumberance be at least equal to, if not greater than what they have.



Ok, first I'll apologize if I'm incorrect about what I'm going to say, but this is the way I understand it

Wookiee armor doesn't have boots, this leaves partial vulnerability to legs.
Wookiee armor has bracers, but not biceps, this leaves partial vulnerability to arms.
Not sure if the chest piece protects both body and head.

Now, this is the way it was told to me, and the way I understand that is that if someone gets lucky and hits those vulnerable spots, it is the same as if we weren't wearing any armor at all, since the spot is unprotected. We take full damage.

Now if that's the case, how is it reasonable for our partial protection set to have the same HAM as say composite that protects every part of the wearers body and does not leave them vulnerable???

Again, if I've been misinformed and am incorrect in these facts, please let me know and I apologize.





I haven't heard of anyone wearing any Wookiee armor complaining about armorholes, nor have I encountered one on my Wookiee character, so I doubt this is the case.






I'm a Wookiee and I can confirm that there are armourholes. If I go back and check my combat spam while wearing hunting armour a few shots will have come in that were unaffected by armour.



Dengathar - Master Commando - Master Smuggler - Kettemoor

FantasticPlastic
Wed Aug 11, 2004 2:53 am
#215

Area poison cures are bugged in several ways.

They're still usable, however they are bugged so that they use up a charge whether the person is poisoned or not. Regular cures don't do this.

Most Doctors, myself included, use a macro that clears combat queue, cures poison, fire, disease, heals states and applies firstaid. With an area cure in your main inventory, you'll use up a charge of your poison cure every time you use your macro to heal a state or put out a fire.

Yes, I know there are workarounds for this, and I'll be implementing them myself. The point is that regular (non-area) poison cures do not use up a charge if the person is not poisoned. Area poison cures do.

They also cure the enemy. While I'd rather cure the enemy than have my own team die of poison, surely this is not "working as intended". I know they're working on Patch 9.4 to modify the new meds somewhat. I hope it will be possible to get fixes for these bugs into that patch.

Also--

YAY FIVE MINUTE STARPORT WAITS. In a lot of ways this patch is the "Stuff that should have been fixed A YEAR AGO" patch. Both starport wait times and Combat Medic issues have been thoroughly discussed and complained about for a year now, so it's nice that ... finally ... they're getting some response. Good work guys.

Odeko Resci



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Ace2
Wed Aug 11, 2004 3:38 am
#216






JustG wrote:




Travel: Decreased starport wait times to 5 minutes!!


Misc: Adjusted the encumbrance values on Wookiee chest armor set 2 & 3


Profession: Doctor Added point blank area poison & disease cures for Doctors Added new Doctor Disease & Poison Resistance Buffs.


Combat: Poisons and diseases no longer automatically hit, but now have a chance to hit based on their potency.


Combat: Most current poisons & diseases will affect the target a similar amount of time.


Combat: The resistance effectiveness of the Poison Resist & Disease Resist Buffs will reduce the chance of being affected by a poison or disease. There will always be a 5% chance of being affected and a 5% chance of resisting no matter how high the resistance or potency ratings get.


Combat: Added message to target when they resist a poison or disease.


Combat: Fixed bug that caused Fire & Bleed DoTs to not stick as frequently as they used to. There will still be the 5% chance to resist Fire or Bleeds that exists for all DoT resist checks.

GCW Increased all turret hitpoints. (Note - there may be an issue with this in Live)


Crafting: Increased the Crafting Quest practice XP reward for crafting jobs by a small amount.


Wookiee Armor: Increased encumbrance of Wookiee Armor 2&3.






Great changes for the pvp aspect of the game, now find a way so Jedi wont control it and maybe the GCW will be fun for all again.





Ravenn Warrior
Master Shipwright
Coronet: 710 -5100
+20 Weapons/Engines/Chassis Exp
GForce Industries for all your component needs
SonofStront
Wed Aug 11, 2004 4:04 am
#217

hmmmm big deal Odeko. You docs now have stolen our jobs. So, stop whining. Making the AOE cures for DOCS is ludicrous, and you know it.


Here you are, bitching about 'charges'. Yet, youi fail to see that thesecures are twice the exploit that poisons ever were/are.


Hey, let's have a party...we throw 25 poisons and you cure them in 2 shots. Give me a f@inf break.



Bleh.
Sc0rPs
Wed Aug 11, 2004 4:11 am
#218






JustG wrote:

GCW Increased all turret hitpoints. (Note - there may be an issue with this in Live)

Message Edited by JustG on 08-10-200409:54 AM





This has been the problem the whole time, but at least you acknowledge it's an issue. For example, the broken factional scanners but no fix or compensation offered to HQ owners struggling to keep their bases safe. For turrets it says in patch notes (which is incorrect even with current hit points mind you) shows stand alone turrets only yet you say all? Surely you never meant them to be stand alone in the first place with the huge space they require to be placed + the huge bills they give if they would survive damage.


However if the hp increase is for base turrets it is a step in the right direction, but you're right, there is an issue with them on live as none of ours is showing the increase. I would personally like them to have the same punch as the small tower in the warren with no vulnerabilities, now that's a challenge!



Where's the Star Wars!?

GCW Wish List!


Proof the Empire is the good guys!

Colonel Galdwin
AltharXXX
Wed Aug 11, 2004 4:13 am
#219

doctor's : enhance disease resist buff -

I crafted a B version and a C version of this buff. The B version was 20% more effective than the C version - dispite using good resources in the 'rare' slots. The C version of disease resistance has a typo in the description? it reads that absorption affects poison damage.

The poison resistance buff B was very nice. I didn't get poisoned by anything in geno labs going in. I think I'll shoot for a 1 hour durationversion of this for PvE.


disease ? I guess the hot fix it to correct the 95% failure rate to apply now or something?


starports - WOOT WOOT WOOT! You guys are stellar - LOL - it couldn't be done and you figured a way to do it - even with JTL in the works.





Althar Maru, Flurry Janta Assassin
status: retired

Would you care to test out a 400 year old sword to see if it's decayed to condition 0? All the prior testers have no comment. Perhaps a gun which was used in WW I and still fires with high accuracy upto 1km?

If that doesn't get you, then start reading current military specifications for combat equipment.
RamonaUK
Wed Aug 11, 2004 4:20 am
#220

Well the decrease in starport times has ruined how I made my income, I used to sing at the starports (have about 10 star wars related songs) to entertain people while they waited, the money was pretty good , the roleplay was a fun, andit wasthe only way as an entertainer I could make any decent cash. So there goes my livelihood just so people could get about quicker lazy bunch! why not just give everyone a transporter device to allow them to teleport between waypoints *sighs*

Neckromilion
Wed Aug 11, 2004 4:34 am
#221



I have given up Combat Medic and canceled 2 accounts.I am only hanging on to the one account to see if the devs can Pull there Heads out there A$&$.As a CM and most CM’s agreed that a change to CM was needed but completely rendering the profession useless is not a fix.There were tones of great suggestion that would have achieved the same results but actually brought balance to the game.They are in the 9.2 test center notes and the CM boards.Enjoy the battles fighter it is gona be sweet watching all of you go down cause you cried and cried and cried till they nerfed CM but you did not think about the consequences of HOW THAY WOLD NERF CM.After the buff nerf CM’s are gona be n demand but alas they will not be around because 169 skill points just to throw a area stim is ridiculous.There were many adjustments that would have kept the CM happy while still rendering the POISON / DESEASE useless but instead SOE just Destroyed the profession without giving any thing back. O I am sorry they did give something back MORE MONEY TO THE DOC profession.GOOD PLAN SOE.


I will make a prediction the GCW just more lopsided then it ever has been.All those players that dislike the Jedi now wait till your buffs are nerfed and you don’t have a CM that can actually do damage to them.Enjoy your mess RUBBER STAMPERS.



a rubber stamper is someone that just does a /great or /bow orsome ludicrous statement cause they did not think about what was truely happening. IT IS CALLED THE BIG PICTURE PEOPLE TRY AND GET IT.



Let the flame wars begin

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