Development Cycle Archive

Thread: Publish 7: Major Features

Morlach
Fri Feb 20, 2004 7:46 am
#248

ok, these changes are awesome






Aussie, Aussie, Aussie, Oi, Oi, Oi
Sorulis
Fri Feb 20, 2004 7:47 am
#249

With the Jedi BH change, I dont like the idea that a BH is just a blue dot and Jedi hve NO warning but whatever. Supposedly BH's can only attack the opposite factioned Jedi, so if your in a guild. Call in the troops when you hav ea BH on your tail, group with them, he attacks, they all beat him down. It shouldnt be this way but its a work around until something like defenses come in for Jedi. Which I will honestly be expecting Publish 8-9



Kayn
Dark Side Force Master · Ranked Jedi
Conjurers of Dread · Bloodfin

QuiJonOz
Fri Feb 20, 2004 7:54 am
#250

If this delivers as intended, it will be much better thanImperial Crackdown, and I'm not that interested in droids. There's some stuff in here we've been waiting for a long time. I look forward to it.



No decay + uber loot = /spit on crafters

Fix the economy and give crafters their $$$ worth... give us real revamp.

Remember... to Cancel you have to go to Register Expansion in the Launchpad.

EnderAU
Fri Feb 20, 2004 8:06 am
#251

Just a question, will the quest based way to unlock the FSCS be in publish 7? or 8? I would hope 7, so we could get all this grinding behind us, though it will cause a ton of jedi to start poping up everywhich way.



Gatts
jexra
Fri Feb 20, 2004 8:08 am
#252

Why are you nerfing the Pokemon class again? If we pokemon's have to wait 30 seconds for our weapons to be equiped then all classes in game should also have a 30 second delay on switching weapons.



Aspile member and all around (word describing a female k9)
*points finger away from herself* Avada Kadavra!!
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Freylocke
Fri Feb 20, 2004 8:14 am
#253

Why dont you just nerf us some more ? Why do you developers keep making good combat professions better and never show the pistoleers any love? I been waiting for combat equality for a while and your going to make a great combat class better carbiner? Hmmm next you will be giving rifleman more speed and range .Duhhhh
Barb-Wire
Fri Feb 20, 2004 8:14 am
#254

not being able to attack when your holding a friggen machine gun because some goober with a knife 40 meters away is yelling is just stupid. im glad that will be removed. i dont care how loud someone is yelling a T21 bolt between the eyes cauterizing the brain into a soft pate' will stop him yell or not.

people being stopped from doing anything for 20 seconds because of a yelling dork was/is dumb...



Created Account July 2003 - Canceled account Nov 2005. The NGE made me do it.
Barb Wire
Former Dark Force Wielder
Ex-Imperial Navy
Loonbacca
Fri Feb 20, 2004 8:18 am
#255


Vertical Item Movement


This is cool, is there any possibility that you could also implement say a /rotateFurniture UP/DOWN (degree) command. This would help with placement for mounting weapons on walls like in the non player citys, Bowcasters for example. Also it will make for more interesting detail to homes, you can then have shelve that lean against others, for a more disorganized look, say if the house is supposed to be your workshop, just a simple example.

Aiyee
Fri Feb 20, 2004 8:26 am
#256

60 seconds after combat...

Please make sure the devs first fix the problem of "in-combat" status not ending even though you've spammed peace and ran more than 120m away from the agroed creature (or sometimes more)

Oh, if I have a vote, I say no to the 30 second timer. This is going backwards in most cases, right now it takes 2 seconds to open inventory and create camp, another 3 seconds to open datapad and call out ur pet...much shorter than 30 seconds. True that sometimes you have to find a campable location but this only happens sometimes.

Another scenerio, what if you're a CH and want to train a new command to all of your pets. Now you have to wait 30 seconds to pull out each pet?



Acked, Ahazi Some-Template, Alliance Pilot, Ex-Master Droid Engineer
Aiyah, TC Pistoleer/CH
Aiyee, TC Architect
__________________
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Snabbcaster
Fri Feb 20, 2004 8:27 am
#257

Dear Devs, i think that I and alot of other Jedi's wonder whats

going on with the Jedi Revamp?

We all know that Jedi is prolly the most broken proffesion in the game,

Not only does the Lightsaber do kinetic damage and we have problems

beating a unbuffed TKA, a Rilfeman or whatnot, but we dont got any

defences either.


Now,

Bountey Hunters are getting an upgrade that will surely make it very difficult

to play a Jedi, specialy with out broken proffesion, should not we get an upgrade

aswell, fix the problems, befor we start makeing Robotic killers out of Bountey Hunters?


So all i ask , is for an update on the status of the Jedi revamp, is it comming in Publish 7?

Cause, its not really fun to play a Jedi when you cant stay alive for more than 20minuttes

because some maniac Bountey Hunter decides that he does not like you.



Would be great if you could sheed some light on this, thanks.



- Eclipse Jedi
Cailid010
Fri Feb 20, 2004 8:28 am
#258








Thunderheart wrote:


Camp Restrictions Removed: After Publish 7, players will no longer be required to be in camps to pull out Vehicles, Mounts, Droids or Pets and can pull them out wherever they are, eliminating the player inconveniences of having to find rural areas far from cities, lairs and other no-build zones in order to build a camp. The basic rules of calling Vehicles, Mounts, Droids or Pets are:


· A player will not be able to call a vehicle/mount/pet/droid during combat or 60 seconds after combat is concluded.


· There is a 30 second delay after you call for a vehicle/mount/pet/droid before it will generate.


· A player will not be able to call a mount/pet/droid while mounted or on a vehicle.


· A player will not be able to call a vehicle while mounted or on a vehicle.






How many times do CH's have to PROVE it to you that this is not needed and that the so called 'exploits' you claim can happen without this DO NOT EXIST.


You once claimed that part of your job was to go to the devs and fight FOR the players, yet you continually ignore the players and fight against them.







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


Cailid - Ex Master Gunfighter / Ex Master Creature Handler / Novice Medic. Currently Swordsman / Ranger / Medic
Tab'Fren - TKM / Master Doctor
Med Vendor located in Crimson Solace on Dantooine at 4583, -5213
WalkerCommander
Fri Feb 20, 2004 8:33 am
#259








A few comments on the proposed upcoming publish...


1) The warcry changes will mean that I will simply be removing that skill from my toolbar. I play PVE in this game not PVP. For me, the warcry skill was often what I used to buy me time when I was hurt and waiting for a heal. It didn't always work. But, many times it would help me squeeze out a few more seconds out of my present health and get that heal. Now, there is no reason to use it at all. The moment any damage is done to the targets, the warcry ends. Not even worth the hassle. If you want to make it like mez, then do so. It should have it's duration greatly extended then. I really hate how PVP causes changes that have terrible effects on PVE where there isn't an issue with a skill.


2) The proposed crafting experimentation changes sound like an attempt to reduce the quality of most items that are made. It sounds like they are gonna simply average the experimentation points into the total quality of the material used making for poorer quality products. I would like to see some examples used to illustrate exactly what they mean to do with this change.


3) I can fully understand the reasoning behind the 30 second delay on speeders and such. However, I don't think this delay should be in effect when you are in a city, a camp, or near your residence. My reasoning is that I don't think that a 30 second time sink in the city when I am pulling out a droid to heal is necessary. But, in the middle of the wilds when I would normally need a camp, I can find it acceptable.


Most of the rest of the stuff proposed looks pretty good. My issues are with the above items.


Reclusenet
Fri Feb 20, 2004 8:33 am
#260






Hlicalanthe wrote:




Elan-Morin wrote:


Yeah, right. Combat Medics are always about 120m away throwing their AoE poisons/diseases. Docs have to stay right up next to the rest of the team so they can try to keep some of them cured.






Um, current max range for a poison or disease is 64m; the area of effect does extend this, but the primary target must be within 64m.

Docs shouldn't be anywhere near front-line combat. They should be in the med centers or camps curing wounds, doing buffs, etc. Similarly, CMs should be the ones doing rez, not Docs (at least, not exclusively).

I agree, Docs should be better at doing those things; perhaps giving higher HAM costs to CMs for doing rez, cures and the new fireblanket would be a good compromise. Again, continue to have the schematics Doc-only; but allow CMs to buy and use the stuff.

But, IMO, it doesn't make sense to give Docs even more incentive to be in the middle of combat. That should be the purview of the CM.





Wrong, at master CM's are bugged or something, they can throw stims DOUBLE the range of their listed range.




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Imperial Colonel

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