Development Cycle Archive

Thread: Live Issues Publish 9: Secrets of the Force PT II

Skankin
Tue Jul 06, 2004 5:52 pm
#14


Pirate Leader not “conversing”


This is how this bug happened to me...


i fought the pirates killed both his pals, while i was fighting the leader one of them respawned, then they both went white when the leader wanted to talk to me, i told himwhere to get offwhen he asked me to butcher the poor farmers wife to save his mate. ( i was on the Honor quest what exactly is honorable about helping out a pirate, i know the honor part comes later now, but you have to be dishonorable in order to be honorable later? SOE logic wins again! )


The leader attacked me, but his friend stood there still white, i killed the leader. went to the farm, realised my mistake went back to where i had killed the leader. He had respawned fought him, he went white and he wouldnt talk to me or another guy that tried as well.


If you need more details let me know and ill be happy to help.



Vorath: Euro-Pimp
"Excitement, adventure... A Jedi craves not these things."
"Only the meek get pinched. The bold survive."
"Hell hath no fury like a woman scorned for Sega."
"I'm a firm believer in the philosophy of a ruling class. Especially since I rule."

RozhlokLightningskull
Tue Jul 06, 2004 6:00 pm
#15






Thunderheart wrote:







Weapon and Armor Switching/Combat Cue: This is currently not appearing in the combat cue.We are working to see how difficult this is to add it to the cue.When that is known, we’ll know how to prioritize it.I know many of you don’t like it, but the delay is going to stay for the time being.I have asked the devs to look for alternative solutions.









TH, how realistic is it that they'll find an alternate solution for whatever you're trying to prevent people from doing by adding this horrible mechanic?


This delay totally negates the multiple weapon lines for BHs and Commandos. It also makes it a moot point to dabble in any other combat tree for offense.


Thanks for taking this issue to the devs and fighting for us on this issue. It is very much appreciated (and sorry for flipping you guys off last week).




/+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++\
| Razhlok Lightningskull: Master Bounty Hunter ~ Master Rifleman ~ Alliance Pilot -- Wanderhome Galaxy |
| Lynsana Jantal: Teräs Käsi Master ~ Master Swordswoman ~ Privateer -- Bria Galaxy |
\+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++/

Dapper_Dan
Tue Jul 06, 2004 6:00 pm
#16






skywalker007l wrote:
I don't know if this is only my problem or if something else is happening, but when I stand next to my private food/chemical crafting station in my small naboo house, and boot up my food/chemical crafting device, it acts as if I am not near a private crafting station. I have tried moving all around the room, but I can't get my adv. meds to show up.
Server: Intrepid
Planet: Naboo
Location: Somewhere in Idlewind Springs (my house, but unknown coordinates)
Profession: Master Doctor
To recreate: stand next to a food/chem. private crafting station and try to craft adv. meds.

Again, I don't know if this is just a personal problem, but I know how to craft and something is not right.





Do you have 2 crafting stations next to each other, or in close proximity to each other. I used to notice the same issue until I placed then in different rooms.



Signature Here:
Waste93
Tue Jul 06, 2004 6:03 pm
#17







21) LOS bug still in effect with Area of Effect shots. Will still hit everything in the AoE regardless of line of sight.



The LOS changes were minor to start out with and more LOS changes will be coming soon.







Some AoE issues I noticed since the lastpublish. I was helping someone hunt on Lok (Wanderhome). My usual method was to target the lair and throw an AoE at it and catch the MOB's in it.



Noticed that a number of MOB's were not taking damage (no floaty or HAM bar reduction) though there were showing it in the combat spam. Occurred when they aggro'd.



Also noticed that in some instances that I would be engaged by the MOB in melee directly in front of me (hence between me and the targeted lair) and it would not take any damage from the AoE attack unless I targeted the MOB.



Also appears that the AoE cone was reduced in width.




Colonel Waste - The Wookiee Crusader
fatgit
Tue Jul 06, 2004 6:07 pm
#18

Since the patch guildchat, tells and groupchat on Chimaera (can't say for other servers) is regularly lagging.

At times, we are getting 20mins lag on these chat channels.
skywalker007l
Tue Jul 06, 2004 6:10 pm
#19


Dapper_Dan wrote:


skywalker007l wrote:
I don't know if this is only my problem or if something else is happening, but when I stand next to my private food/chemical crafting station in my small naboo house, and boot up my food/chemical crafting device, it acts as if I am not near a private crafting station. I have tried moving all around the room, but I can't get my adv. meds to show up.
Server: Intrepid
Planet: Naboo
Location: Somewhere in Idlewind Springs (my house, but unknown coordinates)
Profession: Master Doctor
To recreate: stand next to a food/chem. private crafting station and try to craft adv. meds.

Again, I don't know if this is just a personal problem, but I know how to craft and something is not right.


Do you have 2 crafting stations next to each other, or in close proximity to each other. I used to notice the same issue until I placed then in different rooms.


Edit: All fixed now, A CSR took care of it for me and gave me a new one We now return to your regularly scheduled programming...

Message Edited by skywalker007l on 07-06-2004 10:18 PM



Callopo Noak
Callysto Noak
Fishy Member of the New World Order
Intrepid Galaxy

KapowBzapp
Tue Jul 06, 2004 6:16 pm
#20

Server: Kettemoor
Planet: any
Location (x,y): any
Your profession: Master Rifleman

Issue #1: Rifle concealment broken?

Instructions on how to recreate the bug:
As a master Rifleman I have +100 rifle concealment, and since the patch entire packs have been aggroing me even at 60m range. I'm haven't yet confirmed if this happens every time, though, and thought perhaps it was due to the combat fix against "never miss" or "never be hit". Does that change apply to other combat rolls? If so it could be I just shifted from "never" to "ALMOST never" getting pack aggro.

But please let the board know if that's the case, since I imagine it will raise a lot of other questions where a maximum skill doesn't seem to be working anymore.


Issue #2: AoE attacks only damage aggro mobs

Instructions on how to recreate the bug:
This actually is NOT new with the patch, it's always been the case that AoE attacks will do no damage to a mob until the mob has gone aggro (which the AoE attack will accomplish.) But because of the recent patch many people are just now noticing it and reporting it as a patch bug.


Issue #3: Non-instanced content camped by Jedi

Instructions on how to recreate the bug:
Now that POIs like the squill cave and Acklay are part of the Jedi trials, the general public must compete with a regular stream of Jedi who are in line to kill the corresponding mob. It would be a very kind gesture to the non-Jedi players (who, I'll remind you, pay the same subscription fee) to offer a toned-down Corvette mission where we can have some adventure to ourselves. Just a few less than 3 SBDs per closet?





JEDI: the Starbucks™ of SWG
Long ago they were cool. Now they're everywhere, and hard to tell apart.

New ability proposal:
/grabAndPull to get the Theed guard out of that banner

Grinding is for coffee. Nobody "forces" you to grind. You play by choice.
SBRD0C
Tue Jul 06, 2004 6:17 pm
#21













Thunderheart wrote:







14) Smuggler Nerf:


This was certainly not intentional and if or when we can put this back the way it was, we will.






TH,


I really appreciate that message.. Onecomment I have about it though: The Publish notes seemed very clear on the change regarding tools, hence the outcry from smugglers; however, in-game testing has shown us that, though the patch notes are clear, the change they describe has not occured. I and others still pull tools in exactly the same fashion as we always have: autopull while slicing, and we like that.


So I believe that what the issue is now, is not necessarily to remove the change but to explain what actually changed, if there was any error it would seem to be that the Patch notes did not correctly describe the change(which we still haven't found).







Colonel Emitt 'Doc' Brown (Starsider)
Master Smuggler | Master Pistoleer | Commando
Interplanetary Shipping Co. Located Crystal Hollow Dantooine (-6833, 4750)
Vendors Deal in Weapon, Droid, and 'Special Shipments'


/Target SOE; /CLAP

Halfblood
Tue Jul 06, 2004 6:27 pm
#22

15) Dantooine Lag: This is a top priority item and we’ve done some logging on TC2 and something is causing it to slow down a bit. We’ve got some hard data and we’re looking forward to making some changes to improve this soon.


OMG if you fix this I will love you long time TH.

This problem makes Dantooine unplayable
SuperTurbo
Tue Jul 06, 2004 6:28 pm
#23






Thunderheart wrote:






dot(poisondisease/fire)



We’re looking at the TEF’s portion of this issue and expect Combat Medics to be changed soon.I’ll post the proposed changes In Development as soon as I have the information.






Can the Commando profession get a reverse change on the flame DOT?


Commando profession, as it stand is fairly uneffective against middle/upper mobs with heavy armor.


Our level of damage output, especially now considering the fact that the profession has the MOST combat prerequisite, leaves a lot to be desired.


Not asking for the old flame DOT that completely ignore all armor and armor's effective protection.


Can we get a temporary bone by having the AP level of the flame thrower bumped to AP1? or have the Flame DOT have the effect of AP1. (The old flame DOT was like AP-Nuclear, ignoring all protection.)


AT AP1, our damage vs un-armored object is still the same. While vs armored object, we atleast have some improvements.


Sincerely,



SuperTurbo, DO
Master Commando, LLC Specialist, TK defense artist.
Camrux
Tue Jul 06, 2004 6:29 pm
#24






Thunderheart wrote:





Personal Shield Generators: There are reports on the forums about being resistant to lightsabers.This is incorrect.If you find information to the contrary, please post it.








So having LS resists is incorrect?


I'm very disappointed in this, As a master armorsmith I cannot craft anything to protect my clients against lightsabers? (Not counting RIS or Mandalorian)

I was under the assumption that at least 1 mass produceable item would offer protection to LS damage, PSG's would be the most logical.


Can we at least have cortosis layers added to the game? Hell even make em tough to make - just make it reasonable.

Don't Jedi have enough of an advantage?



Marcelleus - LM Jedi and crappy rebel pilot
Camrux - MBH / MR / MM and also a crappy rebel pilot
NoxDenosis
Tue Jul 06, 2004 6:30 pm
#25

if only they could fix the mark quests to make them FUN


random spawns is the worst idea still



-----------------------------------
Zox Denosis

Home filled with tons of rare items and loot (on display) located at
-411 -4444 on Tatooine near Bestine/Ancorhead
Betatoxin
Tue Jul 06, 2004 6:31 pm
#26

14) Smuggler nerf: This was certainly not intentional and if/when we can put this back the way it was, we will.

TH it is critical that you realize that there was no smuggler nerf. I repeat

!!!!!!!!! THERE WAS _NO_ SMUGGLER NERF !!!!!!!!!!!!!!!!!!

The cries about a nerf, which I myself posted on were as the result of a misleading (incorrect) notice in the patch notes. What the notes said and what actually happened are two different things.

There was no smuggler nerf, in fact a long standing bug, where using knives from crates cause d you to use 2 x 10 use knives per craft (20 actual uses) instead of the 2 uses ( 10 - 2 = 8 uses left) that you get when using the knife out of a crate.

The patch notes erroneously claimed however that no knives would be pullable from crates at all when slicing (along with the other smuggler tools).

The patch notes are the problem TH, what went into the game was correct and a bug fix long awaited by smugglers. Read the smuggler correspondent notes.
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