Development Cycle Archive
Thread: Live Issues Update Sept 3
Dragoslaf
Sat Sep 11, 2004 9:36 pm
#236
Here's an issue:
First of all. Shutting down the terminal.
1.Type /target imperial (or /target rebel)
2.Hit the tilde key (~)
3. Hit 6 on your keyboard
2.Hit the tilde key (~)
3. Hit 6 on your keyboard
Easy. Even a group of 50 people can repeatedly fail taking your base if you do it fast enough. All it takes is one person. Its much easier with a defense stacker and a cloning center nearby.
Oh, and there is a way to bypass the /declare five minute requirement for shutting down a base's timer. It's simple
Walk up to the recruiter inside the base
Immediately do steps 1-3 above
Meaning, those blue dots going inside the base... well they post a threat, and the attacking group can do nothing about it. On the small bases especially, the recruiter is very close to the HQ terminal. You can declare and do a shutdown even when knocked down, within two seconds.
Immediately do steps 1-3 above
Meaning, those blue dots going inside the base... well they post a threat, and the attacking group can do nothing about it. On the small bases especially, the recruiter is very close to the HQ terminal. You can declare and do a shutdown even when knocked down, within two seconds.
A well organized group has to deal with the following right now:
-Manned turrets doing ludicrous damage
-Clone zergers repeatedly shutting down the countdown
-Five minute overt timer bypass shutdowns(an exploit)
-Jedi using avoid incap to be invincible for a good minute, then shutting down the timer, and running off
-Extremely too easy to shutdown the timer in comparison to how difficult it is to get everything going for the attacking side
-Clone zergers repeatedly shutting down the countdown
-Five minute overt timer bypass shutdowns(an exploit)
-Jedi using avoid incap to be invincible for a good minute, then shutting down the timer, and running off
-Extremely too easy to shutdown the timer in comparison to how difficult it is to get everything going for the attacking side
I don't even bother doing any kind of base takedown operations on my server anymore. It is just horridly frustrating with the current issues. The fact that one or two people can ruin the whole operation for fifty well organized combatants really makes faction bases no longer interesting GCW content for me.
I ran some operations where we had three groups, with the leaders coordinating via voice communications, even setting up a plan on how to guard the terminal. We'd have the ranged personnel outside, in a ring formation around the gate, and the melee by the door in case they get past the ranged personnel. We'd do all kinds of things, and yet, the same two people would shut down the terminal no matter what kind of strategies we try.
This is really really discouraging. SOE needs to do something ASAP. This should be the #1 priority for the GCW right now. I want to see a hotfix saying something like:
-It now requires 15 seconds to shutdown the base timer,
-you must be in the standing position to shut down the timer.
-Recruiter five minute timer exemption exploit has been fixed
-Jedi cannot access the Headquarters terminal
-you must be in the standing position to shut down the timer.
-Recruiter five minute timer exemption exploit has been fixed
-Jedi cannot access the Headquarters terminal
ESJ178
Sun Sep 12, 2004 7:25 am
#237
Thunderheart - THANKS
The spawning activity has been back on Talus for 2 days now. I thought it was a dream yesterday, so I waited to see what would happen today. I'm not sure why or for how long it will continue to work, we'll have to wait and see.
I'm hopeful that the various posts about the lack of spawning had something to do with the devs fixing the issue ( or was it broken intentionally to have resources for other on-going problems) regardless it seems to working again. Optimistically, one can hope the posts had an impact, although my heart of hearts tells me it was intentional.
KEEP IT Spawning THAT WAY PLEASE (Please)
Giving you the benefit of the doubt .......Thanks Thunderheart please pass on the thanks to the devs
DavidSachs
Sun Sep 12, 2004 9:31 am
#238
1) There is no way to determine the condition of many types of items (tools, camps ...) in inventory.
2) There is no way to change the font size for several displays (Group list, waypoint list, target ....)
3) "DOT" (Damage over time) is not listed is the glossary, holocron, or kjnowledge base.
4) Starting characters, who skip the tutorial, do not get the experience for going through it,
5) Starting characters, who do use the tutorial, are not reminded that they can change their initial statistics.
6) The /find command sometimes generates bad paths.
7) The list of commands (ctl-A) lists commands to start speaking each available alien language, but not the command to specka basic.
8) The help system does not list all usable commands.
9) The waypoints created from the planet viiew display (ctl-V) should be named to include the building and well as the city (e.g. "Mos Eisley (Cantina)" instead of just "Mos Eisley")
10) In the new character tiutorial, it is too easy to go past the imperial officer with the discharge papers.
PhoenixOrion
Sun Sep 12, 2004 4:35 pm
#239
Thunderheart - going on 2 weeks now here. Any update on the mini-publish that will fix smuggler tools in crates from not auto-pulling as promised? Thanks.
Eraint
Mon Sep 13, 2004 5:58 am
#240
Don't know if it has been mentioned or not, but every vendor I go to has their name in white, and is up against a white wall making it hard to read. Don't recall seeing this before.
Tiggs
Mon Sep 13, 2004 11:31 am
#241
Thank you everyone that has reported bugs with this version.
Those of you waiting for the old man in town please go out to the wilderness (the old man isn't much for concrete jungles). For those of you that enjoy riding (speeder bikes) all over will need to take a break and get some excercise (walk) so the old man can catch up to you (he is old afterall).
EvilNegotiator
Mon Sep 13, 2004 11:44 am
#242
Thanks for update but could you maybe mention somin on the issue with the FS xp conversion rates. wether there looked into.
Scoooter
Mon Sep 13, 2004 1:13 pm
#243
Tiggs,
What about the quests for the senses lines
XP can be converted from scout, smuggler, entertainer and a few others
However scouts, smugglers, and entertainers must master artisan or medic to do the quests to unlock.
The point was we were not supposed to have to bork our templates and grind professions.
We need these group enabled quests or some additional quests to allow for these differences.
This is a big problem. I have already missed one phase of senses and next phase has the second line I want.
MajorXP
Mon Sep 13, 2004 1:21 pm
#244
There is a bug that prevents you from transferring a house with a vendor to someone else that was introduced in publish 10.
Gyopi
Mon Sep 13, 2004 1:48 pm
#245
Is there any word about the spawn rate for the various caves now? Most of them are still not spawning more than once a day (at least as of yesterday) which effectively removes a lot of content from people who are *not* busy doing jedi stuff.
Loki_Ashaman
Mon Sep 13, 2004 1:50 pm
#246
PlayeroftheDay wrote:
These numbers are exceedingly high, but something to remember here is that FS Crafters will not have much of an advantage over regular Master Crafters. To my understanding it will only influence the success rate, since there are no extra experimentation bonuses the items crafted will be relativley the same. These high experience conversion rates are probably instated to thwart crafters from the tree as the Developers do not to imbalance the crafting system. My Armorsmith will not be going up the FS tree for the crafting benefits since the benefits seem to be non-existant. I believe they instated the crafting to Jedi system due to the large outcry from crafters wanting to be able to attain Jedi via crafting and that is the only reason.
A friend of mine used 3 of his unlocks on Crafting trees, and has noticed a difference - mainly in better and more successes and fewer failures. Coming from a 12-pt WS, I find that impressive enough to warrent taking a few boxes with one of my characters.
Snikrop
Mon Sep 13, 2004 2:01 pm
#247
ESJ178 wrote:Thunderheart - THANKSThe spawning activity has been back on Talus for 2 days now. ...
Now fix Dantooine.