Development Cycle Archive
Thread: Publish 7 Feedback: Open Discussion
Grimhand wrote:
Did the "armor hole" bug get fixed?
No and in fact, mobs seen to hit it much more than they used to the day before the patch. I've been incapped once and nearly incapped several times because of multiple hits to armor holes. This is likely linked to the fact they almost *never* miss me anymore, it looks like my melee defense isn't being taken into account while I'm holding a ranged weapon.
I can deal with being hit a lot, that's why I'm wearing an 80% kinetic resist set of Composite. What I find hard to deal with is the continued existence of a bug they said was to be fixed this publish. Since it wasn't fixed, is it possible to get a statement as to when it will be fixed?
HEY!!!
Why do I have to HEAL back after the downer of my spices has completed...
HAM before spice (Neutron Pixie)
900/900 H 550/550 A
After spice downer kicks in
1/1 H but when downer is OVER my H is now 1/900
WHY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I have not sold a crate of spices in ten days...
First the Chef food outclass them in EVERY respect AND not you have to heal back from them AFTER the downer
Aren't drugs supposed to be MORE powerful in every respect in the short term?
I am going broke due to this before I used to sel 30 crates a week and now NONE...same vendor always in same place for months and ALWAYS stocked... (and NO COMPETITION nearby)
Fix or explain why...
Per CSRRyanB's request I am posting this here also.![]()
There seems to be a problem with weapon, armor, and clothing repairs that appeared with the activation of Publish 7. Masters in each group are reporting an apparent radical change in repair success results. Even using high quality repair tools (over 95% functionality), there seem to be very few 'minor blemish' (great) repairs. Where most would experience 60% or better of their repair results as 'minor blemishes', now are obtaining 'reduced condition' (moderate) repairs over 90% of the time. I have done 40 repairs since Publish 7 went live. My results have been 1/38/1 (great/moderate/failure). This is a complete turn around from pre-Publish 7 when I was experiencing a success distribution of 26/13/1 over 40 repairs. Same repair tool used (99.83% functionality), and approximately the same range of weapon conditions.
Was this an unintentional change (bug) introduced by some other aspect of Publish? If not, why was this change introduced and not mentioned in the notes for the Publish?
Thank You,
I have crates of stimBs and flameouts, that I am unable to retrieve from the crates.
I get a message similar to the FWG5 issue, that the schematic is no longer valid
or no longer in the game. I do not have the exact wording handy.
The CSR working on my ticket said that these issues were known and being worked on.
I've not seen any mention on the forums on it yet from a Dev. I inquired in the
the medic forum, and it was a new one on the correspondant.
Is there any official word if this is being looked into, or do I have a couple
100k of junk in my possession?
Vulnerability Times: Vulnerability times on HQs should no longer erratically fluctuate, allowing players to more effectively plan base defenses. Players can now choose the base vulnerability times. By using the base terminal, base admins can bring up a menu option for resetting their vulnerability times. This may be done once every two weeks; the first choice is free to select a time. From then on out, the choice works by choosing the radial menu option, “Reset Vulnerability”. In other words, the moment you click the “button” is the time the vulnerability time is set at.
Vulnerability times are still shifting forward in time with every server reset. 1 Hour+ on average.
Can we get a HOTFIX for this? Or will we have to wait until the next publish?
Groovykool
In case you guys didn't hear there was a droid invasions sometime back. Check it out.
http://forums.station.sony.com/swg/board/message?board.id=Radiant&message.id=156349&highlight=droids+invaded+theed#M156349
As far as the Imperial Crackdown I think it has finally taken off. Several of my friends and guild mates have been tagged as overt after being scanned by Imperial NPC's for contraband. I myself have been scanned, but being a Master Smuggler I only have to pay a fine if I am caught with contraband. ( I love it ) I have probably been scanned a total of 25 times and was caught with contraband once. I am not sure of the % on non-smugglers because my friends are the kind to shoot first, get scanned never.
As far as Pub 6 being the Imperial Crackdown I am kind of happen it was more of a gradual crackdown. Publish 7 has really brought some meat to the table on this end I think. Not sure if it was in Pub 7 but it sure seems to have come from it.
(pub6) First there were increasing numbers of Imperial Troopers in cities.
Then I started noticing them more and more out in the wild while hunting on places like Endor.
(Pub 7) Now you get scanned pretty regularly if you travel through crackdown cities. If you don't then you probably haven't noticed as much as I have. I was even scanned out in the middle of the woods on Endor, and the squad that scanned me was more than 60m away. I was knocked off my swoop and they ran up to me from that distance. So you don't have to just walk by a trooper to get scanned, just being anywhere near one can cause you to get scanned.
If anyone else hasn't noticed this is also the reason for all the PvP that you have been seeing in places like Coronet and Theed. People get scanned and become overt. Then they have to find a recruiter. If they happen to be spotted by an overt player if the opposite faction on their way to the recruiter then there is a fight.
-=-=-=-
As far as everything else in this patch:
I enjoyed decorating my house. I enjoy getting buffs that are always about the same.
I am sad for the Jedi that have been killed three times from one or more bounty hunters from the same mission. You should be ashamed of your 13yrs old asses for exploiting the game and completely screwing the Jedi that you made start all over from the beginning. But it's not your fault, you are 13yrs old, and your parents didn't raise you right. Oh and one more thing, The devs let you do it by writing crappy code, so you are not all to blame. In the end they are.
BTW, I am not a Jedi, nor do I want to be. WRONG TIME PERIOD!
Wista wrote:
Per CSRRyanB's request I am posting this here also.
I have a gurrcat that I purchased from a BE. This was not a cheap pet at 150k. The pet had ~2k HAM on all 3 pools, no armor and 40% kinetic resists with a special attack 2 of KD.
After pub7 I received a message saying that this pet was now invalid but nothing telling me exactly what was invalid about it. I was given the choice of either lowering the stats or raising the CL.
CSRRyanB was very polite and offered absolutely no helpful information except to post in the forums and feedback.
I elected to lower the pets stats as raising the CL would make it a CH pet. Imagine my surprise when the pet came out with 900 HAM and 0 resists. I do not understand this at all since I have seen CL10 pets with 4k HAMs. Surely the pets level could have been lowered to the max and not to the equivalent of a wild caught CL10 pet.
What this implies is that a BE can make a pet, sell it yet when tamed it will no longer have the stats listed in the deed.
Needless to say I am quite upset over having a 150k credit, 900 HAM pet when others have pets with far greater HAM.
Thanks for altering something I had spent earned credits on and rendering it totally useless. You have also destroyed my faith in purchasing another CL10, BE pet as CSRRyanB could not tell me if it would suffer the same fate.