Development Cycle Archive

Thread: Publish 7: Major Features

DeQuosaek
Fri Feb 20, 2004 2:58 pm
#326






garvin wrote:


Currently the Flame DoT does about 200 burn damage each tick at most (most are reduced lower then that by heat resists and fire resists cause the burn to tick slower)...The burn is now slower and lower then a Novice Medic can heal with a simple Stim B...And the burn Timer does eventually end and go away...So like any bleed, it can be easily waited out via stim heals...


But instead of realizing this, the Dev's are adding an item to the game that, by using it, will do Mind Drain Damage to any Doctor who uses it...


So basically, when fighting Doctors players, Commandos have a new form of a Mind Attack...What Doctor in their right mind would use this Fire Blanket over a simple Stim pack? Seems kind of like Jumping in the Ocean to put out a cigarette...



I'm sorry, but you fail to realize that a Stim B will not heal the huge gaping wounds that the flamethrower causes. We're not talking about damage, we're talking about burns. And if a doctor is busy healing himself every tick, you will easily add more damage and kill him pretty quickly. The blanket will stop future burn wounds from ticking. Makes sense to me.





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
Fri Feb 20, 2004 2:59 pm
#327






AdmSireDoime wrote:


I'm glad that they listened on the Verical Item Movement thingy.


So annoying. But, why a 30 second delay on vehicle generation?


Is it a lag issue?



Isn't 30 second delay better than needing a camp?





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
Fri Feb 20, 2004 3:08 pm
#328






SkipMalone wrote:





* what about ALL of the other changes promised months ago? ie: new way to unlock FSS.


They never promised this would be in Publish 7. They specifically siad it would take time and the permadeath issues would be addressed first. Visit the In Concept forum and share your ideas. The types of quests and many other things are being discussed therethrough March.


What about the fact our grenades accuracy is joke, but a CM can throw a disease pack from 64m causing an AoE with 100% accuracy.


CMs do not have and have never had 100% accuracy. Maybe the grenade accuracy needs to be improved, but you're citing incorrect information in your supporting argument.









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."

EH_Longshot
Fri Feb 20, 2004 3:15 pm
#329

Any chance you'll look in to letting non-CHers store more than 2 creatures so we can experiment with the new mounts?

After all with the new calling restrictions and the existing CL limitation, is there really a need to restrict the number of pets a non-CHer can have to 2?
DeQuosaek
Fri Feb 20, 2004 3:23 pm
#330






EnderAU wrote:
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.



It will almost certainly not be in publish 7, but maybe it will make it into publish 8. It is being discussed right now in the In Concept forum until the end of March.





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."

thenali
Fri Feb 20, 2004 3:25 pm
#331

ok so lets see if i have this correct.......

you (the devs) gave us (the players) the ability to combine our classes using skill points to enable us to tune our characters personally to how we saw fit as long as we stayed with in 250 skill points. Sounds reasonable, i could be a doctor and a ranger, a smuggler or a pistoleer. Myself, i wanted to PvP so i chose pistoleer/fencer, i cant buff myself, create ANY items to sell, chuck poisions, slice weapons or armor, none of these things are avaliable to me because i chose combat as the priority for my character, heck i cant even do great damage as a pistoleer/fencer, what i can do is dodge like a mofo, this is my ONLY edge in combat, its how i fight, stinging here and knicking there, hoping i can stay up long enough to watch my opponent fall, and now your going to take this away, so someone who can buff, rez, slice, so forth and so on with points invested in only ONE combat class stands on equal footing with someone COMPLETLY devoted to PvP. This is just a horrible horrible thought, have you actually played the game that you so seem to enjoy altering at every given turn. I feel that all you have done is listen to the master artisan/dancer/pikeman (bear with the example) who is constantly getting DB'ed in combat and then who turns to the boards and cryes that were to powerful, well, WERE SUPPOSED TO BE, thats the character weve chosen, and they could do it as well, but have not made the sacrifices to do so, and now, we (the defence stackers) are made to pay the price for this.........WHY?

PLEASE LEAVE DEFENSIVE STACKING ALONE


Thenali- Master CM/DOC
Taarven- Master Fencer/Pistoleer
Bria
CoS
DeQuosaek
Fri Feb 20, 2004 3:29 pm
#332






Snabbcaster wrote:

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.




HA! HA HA HA HA HA! You're a funny guy!


The life of a Jedi is supposed to be hard!


The entire empire is hunting and exterminating all Jedi across the galaxy right now. It's only fitting that every bouty hunter would be out to kill the Jedi. Plus I think you only show up on the bounty hunter terminals if you are a show off with your force powers. Each time you use the force in front of others your "visibility" will increase and then once it reaches a high enough level you will be included in the bouty hunter mission terminal list. You have to <gasp> play like a Jedi. You need to be secretive, don't use your force powers out in public, and generally just play smarter. biwan:






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."

Fireblade545
Fri Feb 20, 2004 3:29 pm
#333

30 seconds to generate a vehicle is crazy
nolan007
Fri Feb 20, 2004 3:41 pm
#334




I know this is unpopular, but Warcry needs a nerf like they are describing.



However, will Smuggler's last ditch (last ditch to run away) be changed so it is an escape tactic as opposed to anuber offense tactic??









~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
Star Wars vs. Star Wars Galaxies
(Revised 07.07.05)

( Maybe one day these ideas will be considered or implemented. Bump it, please? )

Aynn
Fri Feb 20, 2004 3:43 pm
#335

Is Panic Shot, smuggler ability being affected by the Warcry nerf since it delays "action" for 10 seconds.



-Expect the Unexpected.
NiobeWun
Fri Feb 20, 2004 3:45 pm
#336

Very nice list of enhancements, and fixes!!! Keep up the good Work!!!


Thanks!!!





Niobe Wun
cheechcheech
Fri Feb 20, 2004 4:02 pm
#337

TH, do you have any additional info about the defensive stacking cap. Im a hardcore PvPer who could care less about mounts or droids. Im sure those changes are great for those communities. I think the warcry nerf is a horrible idea and I would like to know what the defensive caps will be so I can adjust accordingly.


Please respond with some kind of answer even if its I DONT KNOW. Just like to know you at least read my 4 post in this thread.


Thank you.






Sagem - Intrepid
Cheech - Radiant
Ole_Blue
Fri Feb 20, 2004 4:09 pm
#338








RE warcry


I'm mainly a group PVE'r and I wonder how a melee class can tank and participate in crowd control. In my mind the main purpose of a tank is to keep the mobs off of the rest of the group (grab agro), then debuff the main target of the group, then try to deal as much damage to that target without killing oneself. I also believe that crowd control is about keeping the tank alive by debuffing all of the mobs on the tank, or reducing the amount of attacks on the tank.


I guess I'm just confused because I thought that Carbineers were the "Crowd Control" profession. I have enough things to worry about as a tank besides controling the crowd. So why don't we just give the Carbineers some love and give them a shot that does the same thing as the new warcry, and make warcry a debuff.


If that isn't viable make the new warcry a radius AOE instead of cone,because mobs encircle the tank while attacking making a cone AOE that doesn't affect the mob right in front of you worthless.


Just some thoughts.





Siro TKM
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