Development Cycle Archive

Thread: Test Center Update Notes Aug 18, 2004

Curby
Wed Aug 18, 2004 10:14 am
#14


TheMasterMike wrote:
Where are the important fixes? Will Whip ever be fixed? How about you cannot complete the Phase 3 mission given by the Captain as the Sith Commander doesn't follow you. It's great that you're fixing grammatical errors and all, but what happened to the important fixes?





You mean important fixes to bugs that DESTROY ITEMS?



I wrote:

Vendors are having their stock randomly dissapear without email notifications or any sales. This applies to vendors created within the last 36 hours of this post (well after the timer issues were resolved) as well as old vendors. Not only does stock disappear, items uploaded to vendors also have a good chance of disappearing. I've personally lost items uploaded to both a new vendor and an old one.

Trying not to complain, but this is a bug that involves item loss: what could be more critical? What other bugs have lasted the entire life of P10? Please focus attention on stopping these vendor issues. Not only do crafters do testing themselves, their products allow the fighters to test the bulk of the game. Stabilize the situation before worrying about new functionality that does not destroy items.



So you can't complete a quest YET. It sucks, but you didn't just lose a dozen crates of high powered brandy like a chef in SS. You didn't just lose a 30k stack of amazing Talusian water like a Doc in NU just did. You didn't just lose crystals, loot kit parts, and other loot that a vendor in TS just did. And by the way, these vendor issues have existed since P10 was introduced. The crafting community and vendors have been screwed for over a week. They haven't just been unable to progress. They've been losing what they've already done.




Curby's Decorating Projects
Bantha Shrine (-6870 5630) New Unity, Naboo, Test Center [04/2004]
Tsarin House (5440 -2540) Tsarin, Talus, Chilastra [06/2005]

http://curby.net/swg/


Xebec87
Wed Aug 18, 2004 11:09 am
#15

My game works fine in tutorial, but when I get to tatooine, it becomes extremely slow and choppy and it's like playing in freeze frames that change after a minimum of 15 seconds. The live chat people said it is a known problem and told me to ask DEV. when it will be fixed. Do you know when?
Rouge
Wed Aug 18, 2004 11:31 am
#16






Jjiaah wrote:

As I have not seen it covered elsewhere (though I may simply have missed it), why the changes to the vendors at all? What is currently "broken" with the system in place on the live servers that has prompted this change?







As currently on Live pre-Publish 10 any character can get Master Merchant (or artisan business 3 for that matter) get how many vendors they want and drop the skills and never take them again, and as long as their structure still stands and they pay the maintenance to their vendor it stay and they can use it with an unlimited ammount of items to sell forever.



It would be kinda like being a Master Pistoleer and dropping the entire profession but still being able to use all pistols and use the special attacks. Master Creature Handler that could drop the entire profession and still use level 50 Grauls, Rancors, etc.



Rhianna




vRhianna Redmoonv
TFirst Human Master Dancer on the Scylla Server T
Est. July 11, 2003

Many patches ago, on a server far, far away....
"Don't start trashing my brother, you cantina rat.
Take that back or I'll smack you so hard your head-tails will pop off!"
- Mission Vao -
JupiterFist
Wed Aug 18, 2004 1:04 pm
#17


As currently on Live pre-Publish 10 any character can get Master Merchant (or artisan business 3 for that matter) get how many vendors they want and drop the skills and never take them again, and as long as their structure still stands and they pay the maintenance to their vendor it stay and they can use it with an unlimited ammount of items to sell forever.



It would be kinda like being a Master Pistoleer and dropping the entire profession but still being able to use all pistols and use the special attacks. Master Creature Handler that could drop the entire profession and still use level 50 Grauls, Rancors, etc.



Rhianna


-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------


Good point, bad analogies. It would be like a Master Pistoleer equiping his uber pistol but never being able to lay it down... or he would never be able to equip it again. The issue is in the code... notice that structures stay standing (as long as their maintenance is paid) when that person is no longer playing? It kinda of a bug... but not really a bad bug and definitely not one that would unbalance combat.






_________________________
Jupiters
JupiterWolf * JupiterFist * JupiterNova * JupiterWild * JupiterStar


Orjit
Wed Aug 18, 2004 2:41 pm
#18

I wish yall would get rid of the one quest per phase deal. Its highly annoying to keep remaking characters to test something else.



-----------------------

...There is no death, there is only the force!
Uaewen
Wed Aug 18, 2004 2:54 pm
#19






Rogue_5 wrote:



  • FS Quests: Reflex quest phase 3 now correctly unlocks branch




I justfinished the quest and it didn't unlock any branch for me, just gave me some item that gives +10 ranged def for 300 secs




Feargew
TechnoCan
Wed Aug 18, 2004 3:45 pm
#20






JupiterFist wrote:


As currently on Live pre-Publish 10 any character can get Master Merchant (or artisan business 3 for that matter) get how many vendors they want and drop the skills and never take them again, and as long as their structure still stands and they pay the maintenance to their vendor it stay and they can use it with an unlimited ammount of items to sell forever.



It would be kinda like being a Master Pistoleer and dropping the entire profession but still being able to use all pistols and use the special attacks. Master Creature Handler that could drop the entire profession and still use level 50 Grauls, Rancors, etc.



Rhianna


-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------


Good point, bad analogies. It would be like a Master Pistoleer equiping his uber pistol but never being able to lay it down... or he would never be able to equip it again. The issue is in the code... notice that structures stay standing (as long as their maintenance is paid) when that person is no longer playing? It kinda of a bug... but not really a bad bug and definitely not one that would unbalance combat.







actually this change will partially fix this problem: with no merchant/business-skills at all noone will be able to put up new wares on their 'illigal' vendors after 30 days. (or atleast they shouldn't be able to... maybe needs to be tested out) And since empty vendors will still be deleted after 2 weeks all those 'illigal' malls and vendors will dissapear after 44 days. If everything works like it should of course. Yes, this is hard for some, but well they are tweaking and exploiting the system if they keep vendors without skills to back them up.


May the Force be with you all!


TechnoCan





May the Force be with you all!
TechnoCan
TC: La'crissa, Cadlina, Nadomir
Shadowfire: Galdora Tempest: Kitlanna
Europe-Farstar: Fulba Gorath: T'Ressa
Zerobacca
Wed Aug 18, 2004 6:09 pm
#21


First of all, The requirement of 50k for the Novice Box ofthe FS trees is kinda unnecessary, when i unlock i should get that novice box filled up.


This could be balanced in one of 2 ways...


1) Increase the XP Reqs for the other boxes by a small percent.


2) Add no XP increase at all...


Issues that this solves:


It helps inform the player which FS trees he has unlocked, so they show in the "My Professions" tab ( so the player doesnt have to guess by looking around the ""All Professions"" list.Makes it Obvious that i unlocked such tree


Example: I unlocked the ranged accuracy line.. but i get no visual confirmation that i unlocked on my professions tab.... hence i believe im bugged and i didnt get any Trees unlocked.
Chewato
Thu Aug 19, 2004 8:43 am
#22

I am not working on the missions (due to lack of time), but it sounds like many of the combat related quests are based on killing certain types of targets.


The question is: Do those targets have to spawn within so close to the village? If so, you are encouraging camping (the bane of MMORGs). It sounds like the targets are being selected from current MoBs (pirates, mercanaries, criminals) so if someone ran to Lok and started taking pirate missions, would those kills count? This would make the spawns instanced (sort of) as well as requiring the players to interact with the game system more.


And of course the suggestion: if the above is not the case, why not? It would be no different than taking missions to kill a certain number of worts, and then selectingwort lairs to make sure they spawn. Also it would reduce the amount of camping that goes on around 'The village' because players would have to go to the current location of the appropriate spawns.


For any spawns that are not currently available as missions... well treat this as an opportunity for adding content.
Rogue_5
Thu Aug 19, 2004 11:27 am
#23

New update notes being posted shortly. Closing this thread.



Thanks,



Grant "Rogue_5" McDaniel
SOE Producer, Star Wars Galaxies
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