Development Cycle Archive

Thread: Publish 9.3 Feedback thread... DECREASED STARPORT TIMES, Poison resists, etc.

Mor-Dan
Wed Aug 11, 2004 7:31 pm
#248

woo-hoo!!!! they lowered star port shuttle times!!!


now i have less of a chance to meet people, and everything is STILL broken!!!


/sarcasm off



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Mor-Dan
Wed Aug 11, 2004 7:33 pm
#249

oh yeah, and just so someone doesn't call me one of those who always finds something to complain about, i was never in favor of lowering starport wait times. it was one of the best features in the game that added the only touch of realism... and now that's gone too. good job guys!



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Baton_Rica
Wed Aug 11, 2004 9:57 pm
#250

I love the idea of the starport time bein reduced.


The new update seems to be fine, I like the idea of poison and diease buffs being added as well.



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eeowan
Wed Aug 11, 2004 10:24 pm
#251

poison buff doesnt work against DOT weapons ????!!! i think not




Eeowan, Son of Eeomer
BORED

One-of-Fourteen
Wed Aug 11, 2004 11:49 pm
#252

The resources needed to make the new poison and disease meds are ludicrous!!! Perhaps you should have included krayt pearls in the mix, ok, just kidding, lol.
0devius0
Thu Aug 12, 2004 12:54 am
#253

shuttle wait times....


can anyone say "about time!", lol. thank you so much for this devs. its taken over a year to implement but it was worth the wait.


one of my biggest annoyances (concerning minor gameplay issues) was waiting for shuttles. it was the biggest (uneccessary) time sink in the game.


after one evening of playing with the new times, i can already see major improvements. Aside from the obvious, not having to wait as long, starports/cities seem alot less laggy because people arent lingering in droves. the large groups are turning over faster, making the short wait much more pleasant. Its all a positive thing, less lag, less waiting, less down time, less spam, less annoying people to deal with like the snookems and punkins of the galaxies..../rolleyes


i remember reading several forums about this issue many months ago before i quit for awhile. and to my surprise, there were actually quite a number of folks that were against lowering the wait times. i couldnt beleive it. i still dont understand why. if someone enjoys your afk macro spamming, or your company they can always opt not to get on the shuttle, its that simple.


i absolutly love this, i waited months for it to happen and i hope it never gets increased. there isnt a single valid negative aspect to lowering the wait. thank you again and please keep this way. good job!
teamdoa
Thu Aug 12, 2004 1:17 am
#254

This is the best update all year, including the the DWB ,and all the other stuff. You know why? ....because its things the "players" asked for, not what the devs decided by themsevles.



----------------------------------------------------------http://www.sonicteam.karoo.net/SWG/Jedi.jpg
FantasticPlastic
Thu Aug 12, 2004 4:00 am
#255

I take back everything I said.

Even though the last several publishes have contained excellent fixes for a lot of issues with the game, it's hardly worth it to bother playing anymore because there are too many Jedi running around. They camp anywhere that loot is available in PVE, and they ruin PVP because they have to farm factioned players for FRS points.

If it weren't for the damn Jedi these fixes would have made the game extremely playable again. Nice job.

Odeko Resci

Message Edited by FantasticPlastic on 08-12-2004 07:28 AM



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Bajonett
Thu Aug 12, 2004 6:09 am
#256

i wonder, if, after JTL, a Public Transport is faster than flying yourself, in your souped up

fighter/freighter? Or get the starship time nerf'ed in JTL to 20 min, so i can get a few credits

from tneact , that i can transport passengers to other planets?


Why so suddenly this change? Feeling guilty?







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Sinbador
Thu Aug 12, 2004 6:21 am
#257

Well as i said before well done. All up until now have worked "fine". But dont forget to give some JTL beta to the greek society . I read a post suggesting the reduction of the shuttle prorts time because its not logical having the same time with the starport. Well y its not logical? The one gets u from planet to planet and the other gets u from one city to another. It is logical. Simply imagine that because of the great need of the starport shuttles the schedule with the shuttles from there has more often shuttles!?!



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slabby
Thu Aug 12, 2004 9:20 am
#258

I feel that this was a chainsaw approach to fixing the CM problems. I'm not a CM. I do PVP.


The problems with CMs were the strength of their poisons not being mitigated in PVP, Throwing Through Walls, and Poison and Disease stacks triple incapping. In addition, they could throw and great ranges than anyone else can shoot, and never missed.


What this patch did was basically make them worthless and make Doctors the far superior medical support profession. The doctors already had a very nice cash cow, and also very problematic in it's own right plague to PVP and PVE in the strength of their buffs. By giving them additional buffs, and with their own stiming abilities, the CM is a very minimal investment return on skill points. Area Heals and Mind Heals.


I think the buff duration to resist posion is much too long. I feel that point blank area cure packs should be given to CM instead of doctors and they fit their supposed role better. Now in a battle there is nothing that a CM can do that can't be done better by a doctor except mind healing that comes at too great an expense.


It was documented that issues were brought up about the strength of the area cures on Test that were ignored. Regular doctor cures would take a few applications to remove poisons, and it seems that the area cures are now completly taking them off the first hit. It's unbalancing.


Nothing was given to CM to make up for this problem. They should have had their damage mitigated in PVP like everyone else, not just make it so poisons are not effective at all. This was one sided, and it was an arbitrary swing of the nerf bat with any though of balancing the class after it was completed with the Doctor Counter Part.


At this stage, the Master Medic requirment probably needs to be removed and lowered to the crafting and healing trees of medic so that additional skills points could be spent elsewhere. This class is no longer woth the skill points, and area cures have no real value do to the continued refusal to deal with the Doctors own contribution to combat imbalance in the buff system. This nerf should have came at the same time as the Buff nerf. Now there is no situation that you can say that Doctor isn't greater than CM.


Fix the game, don't break classes. And learn to listen to feedback when you get it.



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DoogieHozer
Thu Aug 12, 2004 2:41 pm
#259

I would have preferred that Doctors remain single-target Poison/Disease healers and that CMs were given point-blank area P&D -mitigants- vice cures. These mitigants slow down the progress of a poison or disease, and one still needs to be cured by a doctor to remove the effect. Thus, both Doctors and CMs are required to fight an extended battle, and neither one becones a nerf bat for the other.

I hope the Devs realize that these point-blank AoE cures may completely defeat those mobs that use AoE poisons and diseases. Someone should check.

The innoculations are a nice idea though have effectiveness balance problems.

--doogie
FantasticPlastic
Thu Aug 12, 2004 3:11 pm
#260

On the contrary, something WAS given to CMs--

THE FINGER. Enjoy it!

Odeko Resci



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