Development Cycle Archive

Thread: Publish 7 Update for the FWG5, Scatter Pistol, and Launcher Pistol

Joslo
Mon Mar 08, 2004 7:07 pm
#14



Thunderheart wrote:
I have a quick update for the FWG5, Scatter Pistol, and Rocket Launcher crates. These items will be fixed (you can remove them from crates) when we release publish 7. For anyone with the old "pre-nerf" versions of these pistols with two power supplies, they will use the single power supply schematic when you pull them out of the crate.




So basically, it WAS a nerf, and now you're making it a little bit less of a nerf? That's BS.

Way to let us know right before the update.



Joslo Kesunn - Famous Smuggler Board Troll
Master Rifleman, Master Fencer, TKA 4/0/0/4
http://intrepid.galaxyforums.com/
Joslo
Mon Mar 08, 2004 7:09 pm
#15

Um, who was it who said that taking things away from players is bad?



Joslo Kesunn - Famous Smuggler Board Troll
Master Rifleman, Master Fencer, TKA 4/0/0/4
http://intrepid.galaxyforums.com/
PlayeroftheDay
Mon Mar 08, 2004 7:16 pm
#16

You know I thought, "Hey, cool I'm glad I kept my FWG's they didn't mean to after all..." This is very disheartening,this weekend I was asking my girlfiend if she would like to start playing SWG with me (she's a gamer like myself) but she's big on the FF series on the consoles and told me she would rather tryout FFXI. I agreed, I had my doubts about the game but I played it Saturday and Sunday and I must say I am amazed. It's just absolutely phenominal how bug free that game is, and its an MMORPG that actually feels like it centers around YOU. I'm not trying to sell anyone on it, nor asking anyone to quit SWG. I've just about had it up to here, and I think everyone should keep thier eye out for some alternatives. Sure, call me a whiner but I never, ever have posted a whining post when they have nerfed anything is this game. I just figured, sure it needs balance. But now I can see the truth of it, this game is like a damn job! I'm off to play FFXI with my girl now, and plan on having fun, yes actual FUN! hahhaha
LLJK_Griz
Mon Mar 08, 2004 7:17 pm
#17






Arnwald wrote:





Thunderheart wrote:



I have a quick update for the FWG5, Scatter Pistol, and Rocket Launcher crates. These itemswill befixed(you can remove them from crates) when we release publish 7. For anyone with the old "pre-nerf" versions of these pistols with two power supplies, they will use the single power supply schematic when you pull them out of the crate.






If I understand well thismeans the weapon willuse only one power supply schematic instead of twice.


In clear words you canpull your "per-enerfed"weapon but you won't get the damage output it had before, it would be lower.


If I'm wrong I'd be glad to hear a Dev Explanation on this.


Deewe









I don't know what all this junk about "schematics" is, but it sounds like old weapons in crates are going to be magically transformed into crappy new ones. I expect this to work about as well as the non-CH pet trade-in - hand over your pet and get an absolutely worthless piece of crap that doesn't look anything like your old one.


Those weapons were changed how long ago? Three months? Probably every server has had a better resource spawn since then, and if the weapons are converted they'll be worse than new ones.


I'd rather have a broken crate that I can put in my house somewhere than a crate of 22 worthless obsolete guns that I can't sell.




POKEY THE PENGUIN SIG REMOVED BY GARVA BECAUSE "Just because you are crafty enough to get around the technicality of it being a .jpg or .gif does not mean it is not an image, it is not ascii art, it is an image" SO HERE IS MY NEW SIG.
HUGE UGLY SIG
Kershakk
Mon Mar 08, 2004 7:20 pm
#18






Thunderheart wrote:






Kershakk wrote:



We were told the problem was that it was using the 'old' schematic to insta-craft the item when you pulled something from the crate - the schematic was no longer there, so that's where it fell over. A simple case of pointing to the 'new' schematic it would seem now?





Thats correct. I'm not going to guess at the stats because I have no practical experience in weaponsmithing yet and there wasn't any of these crates on TC, so there has only been internal testing.










So there *will* be a change in the stats? I'm confused as to how this can be. I was always under the assumption that all the inputs in making something only count during the crafting and experimentation stage - once it was completed, there was no need to store how much damage was added by a feeder, how much damage was added by the barrel, how much damage was added by the handler, what the conductivity and overall quality was for each attribute that went into the gun - it's just a simple "This FWG5 came out to 62-208/1.8 with these range mods, these HAM costs, and this condition".


So you take the numbers for the item that are stamped on the crate, you create a "new" FWG5 and just apply these numbers, I would have thought. What is correct? Will these items be reduced in damage? If so, where is the number coming from?

DeQuosaek
Mon Mar 08, 2004 7:21 pm
#19







LLJK_Griz wrote:
The blurb about your sig being zeros


It's sad that you had to point that out to the whiners who couldn't figure it out on their own. Too funny.





Some of my pet peeve bugs:
•Armorsmith protection layers were not converted with the CU.
•Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

DeQuosaek
Mon Mar 08, 2004 7:27 pm
#20






Kershakk wrote:


So there *will* be a change in the stats? I'm confused as to how this can be. I was always under the assumption that all the inputs in making something only count during the crafting and experimentation stage - once it was completed, there was no need to store how much damage was added by a feeder, how much damage was added by the barrel, how much damage was added by the handler, what the conductivity and overall quality was for each attribute that went into the gun - it's just a simple "This FWG5 came out to 62-208/1.8 with these range mods, these HAM costs, and this condition".


So you take the numbers for the item that are stamped on the crate, you create a "new" FWG5 and just apply these numbers, I would have thought. What is correct? Will these items be reduced in damage? If so, where is the number coming from?




That's a VERYinteresting point. It would explain some of the "bloat" of the database and the issues they have with it.


If what we're led to believe is true, the system not only keeps track of all of the stats on the gun, but the stats of every little component and resource that goes into making the gun. That's a lot of unnecessary information. Well, unnecessary unless something like this comes up.


It'll be interesting to see how this pans out. :evilgrin:






Some of my pet peeve bugs:
•Armorsmith protection layers were not converted with the CU.
•Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

NordaIspe
Mon Mar 08, 2004 7:39 pm
#21




LLJK_Griz You get the award for best signature EVER!! I didn't believe it was what you said but when I viewed source sure enough. WOW did you make that or find something online that made it for you.


Oh to be kind of on topic i feel if you haven't used the weapons for 3 months you never will so stop complaining. The were "nerfed" for a reason if you didn't pull them out of the crate thats not their fault, you were trying to save inv. space and still make a mint selling "pre-nerf" weaponary.



Norda





Norda Ispe
Naquiel
Mon Mar 08, 2004 7:49 pm
#22

I thought that the weapons where already changed in publish 6, and that only the creates where messed up, or am i wrong?



____________________________________________

From the launch of the game we came. Moving quickly to unlock the secrets. Living many battles to reach the the goal of unlocking a Jedi. For the few who complain, will eventuly get their goal. No one has ever truly known the path to getting a Jedi........untill now.
roysterer
Mon Mar 08, 2004 7:52 pm
#23

What about when my crates of tailoring components randomly don't work?



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kubelwagen
Mon Mar 08, 2004 8:02 pm
#24

woot
Kershakk
Mon Mar 08, 2004 8:16 pm
#25






Thunderheart wrote:



I have a quick update for the FWG5, Scatter Pistol, and Rocket Launcher crates. These itemswill befixed(you can remove them from crates) when we release publish 7. For anyone with the old "pre-nerf" versions of these pistols with two power supplies, they will use the single power supply schematic when you pull them out of the crate.







Additionally did you mean Launcher Pistols, and not Rocket Launchers? RL's were never changed and I've had no struggles pulling old RLs from crates.
RamhornSWG
Mon Mar 08, 2004 8:17 pm
#26

You know whats really funny about all this?


I have been following the debates about the changes to the crafting system in publish 7.


Most of the weaponsmiths on the forums agree that the quality of all weapons will drop there current stats.


Basically, all the weapons you use now are going to be "pre-nerf" pretty soon.


The funny part is this:


In one discussion Thunderheart suggested that a smart crafter would make weapons now before the changes went live.


I think that was a smart statement.


Problem is:


Thats what alot of us did on the first round of nerfs. The ones in crates sound like now they are going to be "adjusted"


Anyways, I wonder if all of the weaponsmiths crafting like mad before publish 7 are going to empty everything out of crates?


Ahh the nerf of "pre-nerf" and the "pre-nerf" handling of post nerf storage LOL


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