Development Cycle Archive

Thread: IT 7-17b: GCW Changes Summary

DavidIronclad
Wed Mar 10, 2004 12:17 pm
#14

WAIT!!!!!Kurt "Thunderheart" think about this everyone's going to pick there Vulnerability times at 3:45 to 4am ,so the base can not be destroyed. The server will either be shut down or about to. There should be a limit on the times you can make it like 6am to 2am.



I'm a meat popsicle--Corbin Dallas
Memnoch127
Wed Mar 10, 2004 12:35 pm
#15

Please make Faction troops for the Rebels Tougher at the bases....also Faction Armor would be nice if its player craftable, right now nobody wears Faction armor because the resists are to low and it doesnt protect against alote of the Main fighting attacks.

Also add more HAM to a turret so it can no longer be solo'd by a Buffed commando, or better yet make them be able to shoot bast Armor, considering a Large turret should be able to blow up a building i dont think any armor should be able to protect you from such a thing
Ackis
Wed Mar 10, 2004 12:35 pm
#16






Mackle wrote:

This is a nice step in the right direction, but bases are still too easy to take down. If they are made even tougher, people will start placing them again. As it is right now, most bases on Wanderhome don't last more than a day or two after being placed.






They last as long as it takes for the base vulnerability time to migrate to 3 am. At least the rebel bases do. LOL



Imperial Captain Ackis Losackego - Über f335h

LgEnder
Wed Mar 10, 2004 12:57 pm
#17

Tatooine actually has4 bodies of water. So HA!


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+6283 / -422 Oasis

+6645 / +5453 Oasis



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Thunderheart
Wed Mar 10, 2004 12:59 pm
#18






Krayvex wrote:

(moved from the other thread)


Those look like really good changes.


One other idea would be to make turrets tougher. Especially large ones. I was able to wreck a small block turret with just pixie and some food. No doc buffs at all. Although I like to think I'm a badass commando, I shouldn't have been able to do this. Atleast I don't think I should have. You shouldn't be able to solo any turrets, much less w/o buffs.




We're watching things, but with the changes so far, the turrets should feel pretty tough.


Just so we're comparing apples to apples, what does your character look like and what kind of damage were ya doin? (Do you keep your combat spam window open?)







Mackle wrote:

This is a nice step in the right direction, but bases are still too easy to take down. If they are made even tougher, people will start placing them again. As it is right now, most bases on Wanderhome don't last more than a day or two after being placed.



Wethink these changes move us ahead in this respect.





Lotussutol wrote:

How about THESE GCW bugs...are they getting fixed???


A LOT of people are still taking decay in PVP. I have died five times in PVP and have taken PVP decay EVERY TIME!
Each time I die in PVP my items become uninsured.
Each time I die in PVP with buffs I lose the buffs but I still show in the buff window as being buffed.





I'll check on the buffs and items inunsuring. If you are taking decay in PvP, its probably from usage. "Death Decay" was removed in faction deaths, but you still suffer normal decay from using your armor/weapons and taking hits in combat.


If I'm not mistaken, when you die in a PvP death, the window should tell you the difference (though admittedly I havent played PvP since the death decay change went in...)








Kurt "Thunderheart" Stangl
Community Relations Manager
Gojita
Wed Mar 10, 2004 2:04 pm
#19

I think these are very nice changes TH. Keep up the good job!




Account is closed on August 7, 2005, untill then, TROLLING TIME!

ElevenFortyOne
Wed Mar 10, 2004 2:08 pm
#20

Awesome changes! A lot of these were desperately needed in my opinion--as a Commando, I'm not the happiest guy on Earth about the fire blankets, but I do admit that they are realistic to an extent.


Now how about fixing the crafting nerf?


thehitman
Wed Mar 10, 2004 2:14 pm
#21

since the status effect changes... Can a dev or someone please answer if this includes Dark Troopers since they ARE droids? also, do they have any intention of improving the Dark Trooper phase II s they are a great disappointment Play Dark Forces fear the Dark Troopers play this game laugh at them Keeping in mind that this game wanted to be more "correct" then the Dark Troopers should be increased, they should be higher then any droideka. To know that in the star wars universe the empire spent more on the dark trooper project then building the deathstar, the product in this game is way to low



"Its always a pleasure to meet a jedi"
mlucas
Wed Mar 10, 2004 2:19 pm
#22

Some very nice changed and addition to make group feel that their time and effort in placing a base or bases are not a waste of time.Thanks



I would ask that you consider one more vital area that I hope the dev team can look at.It a notification system of some kind AOC had one ,We have one in this game for harvesters,houses that get damaged.If we can get a notice of some kind be it email or simply a system notice if you are on line that a base you own is underattck .If also this notice could go out to say a limited number of admin that the owner can palce on the base list .This would prevent bordem from setting in allow for tatcis on fake attacks but more importantly give the base owner and admin a decnet chance of defending the base if and when attack but still allow them to play the rest of the game instead of baby sitting a base.


The notice could go out is say a turret took fire or a opposing foce plaer entered the interior of a base.Along with the changes above and this notice sytem it will hopefully make group think that they are not wasting timeand engery and faction points when droping a base.



Also one more small thing you think you can get the NPC to defend the base if you get inside the whole garrsion out side just seems to stand around


Crazyboarder
Wed Mar 10, 2004 2:43 pm
#23

TH, you said

"I'll check on the buffs and items inunsuring. If you are taking decay in PvP, its probably from usage. "Death Decay" was removed in faction deaths, but you still suffer normal decay from using your armor/weapons and taking hits in combat.


If I'm not mistaken, when you die in a PvP death, the window should tell you the difference (though admittedly I havent played PvP since the death decay change went in...)"



That is only partly true, if you die PvP WITH a TEF you are fine, but there are cases where you can die from a one shot death and still get decay. In the one shot death situation you never get a chance to fire back and there for never gain a TEF, same is true from melee people being sniped.




__________________________________________________________
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__________________________________________________________
Lotussutol
Wed Mar 10, 2004 2:44 pm
#24






Thunderheart wrote:






Lotussutol wrote:


How about THESE GCW bugs...are they getting fixed???


A LOT of people are still taking decay in PVP. I have died five times in PVP and have taken PVP decay EVERY TIME!
Each time I die in PVP my items become uninsured.
Each time I die in PVP with buffs I lose the buffs but I still show in the buff window as being buffed.





I'll check on the buffs and items inunsuring. If you are taking decay in PvP, its probably from usage. "Death Decay" was removed in faction deaths, but you still suffer normal decay from using your armor/weapons and taking hits in combat.


If I'm not mistaken, when you die in a PvP death, the window should tell you the difference (though admittedly I havent played PvP since the death decay change went in...)








yes I have been told that when you clone you should see a pop up saying you died in PVP...I don't see that message and YES I take DECAY and my stuff uninsures.

If you would like to test it with me...I am more than happy to let you kill me and we can see if we can recreate it. like I said. I have died 5 times in pvp and I take decay. It is the same as me getting killed by a krayt.


boceifus2000
Wed Mar 10, 2004 3:07 pm
#25

The changes are a step in the right direction for sure. I agree. However, destrying the turrets first before being allowed to enter is only a half-fix.


1:RebelNPC's 99% of the timewill not aggro overt Imps at rebel bases. I ran across an overt Imp standing right in the middle of a detatchment HQ one day with a full spawn around him. This was last week.


2: Rebel NPC's don't aggro overt or covert imp players at detatchment HQ's that are attacking the turrets or faction scanners.


3: People get buffed up and faction farm the bases all the time. I am not talking about groups either. I am talking about 1 buffed up person can wipe out every NPC and turret.


4: Haveing to destroy the turrets first before entering is actually a good idea but when all that is needed is the exact required professions and a Doc to destroy a base they are too easy. They will only have to take a couple extra minutes out of their busy schedule to destroy the turrets. They don't even have to stop and kill the NPC's. (See 1&2 above)


5: Mine fields/mines do absolutly nothing.


6: Faction scanners at Rebel detatchment HQ's seem to only work when they want too. Imp faction scanners from what I can tell work perfectly.


7: Placement footprint for turrets not donated to the bases are way to large being as how you can have several withen a close proximity of each other when donated.


I can only speak from a rebel point of view about this. I know every time I am covert and near a Imp base with a faction scanner I die, but Imps run around like nothing has happened around rebel HQ's with scanners and turrets and such. So if any Imp players notice anything like this around their bases speak up.


Destroying a base needs to be a major operation. Not something 5 or six people can do without support.


Before anybody says it the crafting nerf comeing will not fix this problem. There is enough pre-nerf stuff stockpiled to last until Judgment Day.


Makeing it to where status changes is deffinatly a good change, no complaints from this end.


Fixes:


# 1&2: Fix it so that players will get aggroed when overt or covert with a TEF around rebel or Imp faction bases.


3: Make turrets with higher hit points(I have never seen one with HAM attributes) and the bigger the turret is the more of a difference there should be in dmg between them.


4: Well this kinda fits in with the first fix. Destroying a base should require a major operation. Makeing the NPC's around the bases a little tougher would help.


5: Increase damage, have them blow up, anything. Just fix them


6: Help the rebs out a little. Make the faction scanners work.


7: Decrease the placement footprint some so that a workable defense can be in place and Rebs and Imps will know while they are sleeping atleast their base has some sort of chance for survival.


Those were just some things off the top of my head. May seem a little negative but sometimes this stuff just gets frustrating.





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ImpTrooper
Wed Mar 10, 2004 3:10 pm
#26






Lotussutol wrote:

How about THESE GCW bugs...are they getting fixed???


A LOT of people are still taking decay in PVP. I have died five times in PVP and have taken PVP decay EVERY TIME!
Each time I die in PVP my items become uninsured.
Each time I die in PVP with buffs I lose the buffs but I still show in the buff window as being buffed.


there are rumors that sniper DB cause decay...I have died to sniper and non sniper and have taken decay.
there are rumors of if you sit as a corpse too long you take decay...this may be true..I don't know. I do know I was looking for a rez each time and gave up and cloned and took decay.






If you die with a TEF and clone after the 5 mintues the TEF lasts, you take decay. Make sure you clone before the TEF goes away.



Neel

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