Development Cycle Archive

Thread: Weekly Roundtable Discussion (Week Ending 3-1-04)

Rugoe
Thu Feb 19, 2004 10:07 am
#261

Not sure if anyones asked this yet, but..


What's up with the Hermit Badges Quests on Tatooine?


Are they fixed, removed, still broke?


Rugoe



Tuskens Bane, Tatooine 61465
Mapai
Thu Feb 19, 2004 10:21 am
#262

DXR6 Rifle in live how?



http://forums.station.sony.com/swg/board/message?board.id=bria_trade&message.id=45186&page=2






Intrepid- Mapai FS Bounty Hunter
Intrepid- Catio Swordsman/Doctor
Eclipse- Mapai Master Smuggler/Pistoleer/TKA
Eclipse- Eihou Master Swordsman/Fencer/Brawler
Intrepid- Ataut Dark Jedi Knight
Loot Vendor 453, -4812 Tal Valor, Naboo
SYNISTER YET NOBLE
verit
Thu Feb 19, 2004 11:18 am
#263

http://www.go-itech.com/swgtoon.jpg

this says it all



Verit Wekki
Kane_Firestalker
Thu Feb 19, 2004 12:52 pm
#264






Mapai wrote:

DXR6 Rifle in live how?



http://forums.station.sony.com/swg/board/message?board.id=bria_trade&message.id=45186&page=2







People are exploiting to get past the barrier into the dungeon that isnt supposed to be live yet. I hope this moron gets banned for auctioning an exploited item.




-=tEh ChEf's fOod & dRinK=-
Oasis, Naboo -1227, -4936

-=Oasis Master Sales=-
Coronet, Corellia: -200 -5500
Mining OP, Dant: -190, 2620
Janina
Thu Feb 19, 2004 12:57 pm
#265

There is just one thing I'd like to get an answer from the dev team:

When will the /open exploit inside buildings have some attention and get fixed?

It's fine and all to have rebels check my armour, weapons and start using their weapons accordingly.






:: Jani'na De'Vir
::
Imperial Army Colonel


Powerlantern
Thu Feb 19, 2004 2:34 pm
#266

What was the big wookiee surprise in Publish 6?



Please tell me that it was not wearable Chef's hats





** Koruukavaa - Traveler's Respite, Tatooine - Sunrunner Galaxy **
** Wookiee Generalist Extrodinaire **
Master Artisan - Creature Handler 3/3/4/4 - Droid Engineer - 2/1/1/3
- Architect -0/0/1/1- Brawler 2/2/1/1
Vinaddar
Thu Feb 19, 2004 4:50 pm
#267

TH--help me out here.


I would like an update on the future path to Jedi. I am closing in on profession number 10 (will have 20 masteries overall soon) since my 4th holo was silent and I am leary about the path changing to make me have to go through a lengthy quest when I have been 1 step away for months. If in the revamped path to FS slot access I will be close and the path will be visable (or at least if i can find the steps needed to complete the process somewhere in game), then I can avoid all the time I am soon facing in mastering entertainer professions that I have no interest in. I did enough of that with the tailor profession and BH. (Both valuable classes, but neither was on my list of classes to master of my own free will.)


Thanks,


Vinaddar


MrWizzard
Thu Feb 19, 2004 5:56 pm
#268

I would like to be able to fish from camp again. I remember doing this when I was camping with a bunch of friends, on naboo back in July, we'd camp and fish.... That was a long time ago when I became a master ranger, and since then I havent camped for the sake of camping, but now that I'm doing it again (had to unlearn it all because of a little blue box), I think I'd have a lot more fun doing this whole survival xp thing if I could fish too. The problem is now the terraform radius of the camp is a couple meters larger than the "in camp" radius. I dont see why we shouldnt be able to fish from camp. I know this isnt a high priority type issue, but I'm sure its not a very difficult change, less terraforming, or larger sphere of influence..... Thanks.



00000000000000000000000000000000000
00000000000000000000000000000000000Liashyk
00000000000000000000000000000000000GTC Leader
00000000000000000000000000000000000Pidon
00000000000000000000000000000000000Droid Engineer
00000000000000000000000000000000000Vendors in Fort Krayt, Tatooine (5924, 4363)
00000000000000000000000000000000000

_ You feel an inner glow, Teh Troll is with you


Thunderheart
Thu Feb 19, 2004 6:07 pm
#269






Smitemo wrote:

I was still wondering about the Pre-nerf crated weapons. I have not seen any responses on why we cannot take them from crates.


Thanks



(my repost from the Weaponsmith forum)


I know this is an important issue and I've been trying to work through this with Logix. Here is the straight story: The old FWG5's, scatter pistol and launcher pistol had a schematic with two power supplies. In the process of laying the groundwork for the weapons portion of the combat balance, we did some low level work on the crafting schematics.


fficeffice" />


Lets take a quick look at factory crates before I move to the next step. Factory crates arent actually "full". Its an object that counts how many objects are in it. When you pull an item out of a crate it basically does an "insta-craft" on the spot.



So now that we've made some low level changes to crafting schematics, what is happening is those over-powered guns (which are game breaking to the game after the combat balance goes done)is those old schematics simply dont exist anymore, so when you try to pull one out of a crate and it tries to "insta-craft" the item, the schematic doesnt exist - - which is why you are getting that system message.



The old versions of these guns can no longer be crafted, but there are some old crates that players have hung on to. These "legacy weapons" are the ones that are having problems because the schematic no longer exists.


We are having a meeting early next week to address how we can handle this because we dont want anyone stuck with a busted crate.



I played through it and I had the same question. The answer is that it takes a month to cycle through and get answers for the Political Quest and 2 weeks for the museum quest. I mentioned it to the guys and they are going to add some text to help give players a rough idea of when the cycles end...







Kurt "Thunderheart" Stangl
Community Relations Manager
TrandoshanDroidTech
Thu Feb 19, 2004 6:23 pm
#270

one gripe I have is that when I use a DOT such as bleed, the xp is actually decreased, not increased and the patch 6 notes say, whats going on here? this really makes no sense....



Danwwgh/Bria

Master Rifleman/MCH
RebelSvenn
Thu Feb 19, 2004 6:36 pm
#271

Actually, they say DOTs now count towards exp. They didn't say for who though, heh. So basically the DOT is like having someone else wacking on the thing, and that's why you lose exp. I think this needs to be fixed asap because now DOTs are useless, especially since they are weaker now.



I S T A R I
Jedi High Council
-JHC-
Bounty Hunter Kills: 34
You Can't Expect To Come After Me and Live!


TrandoshanDroidTech
Thu Feb 19, 2004 6:40 pm
#272

Well, then this other person is evidently a phantom because it happens while solo too....


I think they need to fix this DOT mess up....



Danwwgh/Bria

Master Rifleman/MCH
RebelSvenn
Thu Feb 19, 2004 7:46 pm
#273

No, what I'm saying is the DOT reduces exp the same way as if someone else were to attack the monster. No one gets any exp for dots, it just disappears. It's pointless to do that and I hope it's not intentional.



I S T A R I
Jedi High Council
-JHC-
Bounty Hunter Kills: 34
You Can't Expect To Come After Me and Live!


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