Development Cycle Archive

Thread: Publish 6: Released Wednesday Morning

Yokir
Wed Feb 11, 2004 1:57 pm
#365

Anyone know what happened to the HAM combat special changes? I can't seem to find any mention of it anymore. Is this beining implemented or did it get dropped?
Smuggler_Caylin
Wed Feb 11, 2004 1:58 pm
#366

Thats the next publish I think, when they will schedule the combat revamp.



The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

pentjaksilat
Wed Feb 11, 2004 2:00 pm
#367

congratz devs.

removed PVP decay so now people might actually enjoy it rather than lament it. /cheer

gave rebels a sense of being "rebels" and imperials the sense of being part ofan "empire." /cheer

made chefs much more dynamic, much as BEs were made w/ the crafting changes. /cheer

.

.

.

made carbineers, lilkely the most bugged combat profession since commandos were fixed, worthless.

let me say that again...worthless.

chargeshot1 has always been bugged, but it was the one thing that made up for absurdly high HAM costs, worthlessly bugged specials (i think 7 are bugged and worthless, 2 are redundant of other specials), very poor defense mods, andless speed mods than every other ranged profession by far (horrible dps consequently, even w/ crippleshot).

you add a timer to chargeshot1 AND add a timer to chargeshot2 without even fixing chargeshot2 so it knocks down or uses a cone attack.

you leave all the other bugs in the profession and "fix" the one thing carbineers had a leg to stand on, the ONE thing.

you promise everything will be fixed in the combat balances, and yet you just make us more worthless then pawn off that promise as some holy grail far in the future.

guess it's a good thing the carbineer population is so small, because this patch just kicked them all in the teeth.

i try to stay away from ranting 'bout things like this and just roll with the punches...but go look at the carbineer forum and see how many of the recent posts are 'bout players quitting carband picking up the working ranged professions like rifleman, pistoleer, or BH.

thankyou for taking the only single redeeming aspect of carbineers away. /cheer

~pentjak



retired: 09/02/'04.
RIP Dunadan
...being perfected in a short time, he fulfilled long years; for his soul was pleasing to the Lord, therefore he took him quickly from the midst of wickedness...

Jredbrook
Wed Feb 11, 2004 2:03 pm
#368






Zbyma wrote:

Wait a sec, I thought Publish 6 was "Publish 6: Imperial Crackdown", but it seems like it's "Publish 6: Send in the Trolls". Personally, I can't wait for "Publish 7: FLAME ON"






**edit**
Scorus
Wed Feb 11, 2004 2:03 pm
#369

This dungeon wasn't the source of the item required to make the new Scythe, was it? I know it was a Genosian power cube and that it dropped from Genosians...



Scorus
Zasz1573
Wed Feb 11, 2004 2:12 pm
#370

Smugglers need to stop screaming that "their class-defining abilities have been taken away". BS. A smuggler can do the following:


Avoid Imperial Scans up to 95%


Get a WHOLE GROUP through a scan


Helping rebels avoid a scan.


Now, what can a high ranking imperial officer do?


Avoid a scan.


Thats is all. They cant get a whole group through a checkpoint or anything else, they can only get their Emperor saluting behind past the dumb brainwashed ST cronies. Big deal.


As a smuggler, you need to sit down and really review what you stand to lose by this. Is it really that huge a deal that someone else can protect themselves and only themselves? Are crafters (who are smugglers themselves so I dont even see this part of the arguement...) who make spice and needs to transfer it somewhere going to look for high ranking imperials over a master smuggler? Hell no. Why? Because all a smuggler has to do is group with you, while the imperial needs to physically be holding the item. Loss of control right there will keep high ranking imperials from stealing your business.


Secondly, drop the "Imperials invested no points" arguement. BS. You know how many FP are needed to get to Colonel? So what, its not Skill Points. FPs are a hell of a lot harder to get (you know, w/o exploiting, for us legit players out there) than the pistol and crafting exp a smuggler needs to rise in his rank. And think of all the Rebels out there with -5000 FP in Imperial (and trust me when I say there are plenty more rebels than imperials)? Do you REALLY think they're going to go neutral, work 5200 FP in imperial, and then work the godawful amount of FP required to go Colonel?


Realistically speaking, Smugglers finally have something to do other than make drugs. Enjoy it. 95% chance is incredibly high. If they gave you 100%, bet you a $1 that all the people complaining now will be complianing next month that smuggler has no "danger factor" to it and its just a "service class cause nobody buys spice anymore"?


The large difference betweena smuggler and a high enough Imp is the whole group factor. An Imp can only help himself and nobody else. Also, I'm willing to bet the % of combat oriented Imperials who have high enough rank to bypass the scans who will wanna start being a **edit** to a spice crafter is so low you wont even have competition.


In conclusion, chill out. In your shoes, I'd be more annoyed about the slice business and spice sales going downhill, due to the general complacency of people. You're more likely to see someone go "Screw it" and not buy contraband and deal with the BS then look for a master smuggler. Spice buffs are effectively being replaced with chef food items (what, am i the only one who saw the rather odd coincidence that spice becomes illegal right at the same time the long neglected Chef class gets a full revamp?)


High ranking covert Imperials should be the last thing to worry about.




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

Zhasz Vincenzio - Master Doctor, Artisan (0/0/0/4), Novice Pistoleer
Chilastra

Scozzi - Master TKA, Scout (4/1/4/2), Medic (1/1/4/0), Brawler (4/3/3/3)
Starsider
fgetce
Wed Feb 11, 2004 2:13 pm
#371

To all Smugglers. S T H U.


Here is what you got...


Slicing terminals

Slicing weapons

Slicing Armor

Crafting spice

Feign Death

Low Blow

Last Ditch

Smuggling


High ranking imps get...


Avoid Contrband scan


Ooooo WOW a big freaking reason to whine. You still got all those skills but you choose to whine over a continuity issue. The Empire has never interfered with the personal happenings of high ranking Imperials. I can name many such Imperial Officers from EU. And no EU does not end at the novels. It includes all the role playing games, comics and video games that have been produced. So shut up and play the game. This whole whine about smuggling is getting sick. Now if they had awarded the abilities you got to a high ranking Imperial like they can slice terminals, than you have a right to complain. That is a core skill. This smuggling benefit is not a core skill. It is being added in direct proportion to the crack down.


Things I would like to see for smugglers.

A mission terminal for smuggling missions or they must go to a crime lord to get a smuggling mission. The mission require the character to get a package from someone and smuggle it past a check point to an NPC who is inside the check point area. Big pay off but with the potential for both PvE and PvP like Han Solo. Also they can gamble better.


When are we going to see Sabacc in the game?



Proud Member of the Level 1 Club
Travixius
Wed Feb 11, 2004 2:20 pm
#372

I can't believe this thread has reached 17 pages of whining.



....An Idea is infectious, so everyone is going to have one....
Sharizzo
Wed Feb 11, 2004 2:26 pm
#373






Travixius wrote:
I can't believe this thread has reached 17 pages of whining.






thats not what you'de say if you never got any love from the devs



--------------------------------------------------
Wuat Hesh (Gorath) TKM/Rifleman
Wulli Hesh (Gorath) Master Doctor/ Master CM
I STILL SUPPORT WUAT AND SQURAN'S CONQUEST OF NABOO.
I AM NO LONGER THE BEST SMUGGLER ON GORATH (SEE SQURAN)
TheMDude
Wed Feb 11, 2004 2:33 pm
#374

Lol, this crackdown is a letdown.

Didn't get hassled by any stormies. Went to Coronet and found rebels camping and owning the heck out of any stormie that walks in.
rexan
Wed Feb 11, 2004 2:44 pm
#375






fgetce wrote:

To all Smugglers. S T H U.


Here is what you got...


Slicing terminals

Slicing weapons

Slicing Armor

Crafting spice

Feign Death

Low Blow

Last Ditch

Smuggling


High ranking imps get...


Avoid Contrband scan


Ooooo WOW a big freaking reason to whine. You still got all those skills but you choose to whine over a continuity issue. The Empire has never interfered with the personal happenings of high ranking Imperials. I can name many such Imperial Officers from EU. And no EU does not end at the novels. It includes all the role playing games, comics and video games that have been produced. So shut up and play the game. This whole whine about smuggling is getting sick. Now if they had awarded the abilities you got to a high ranking Imperial like they can slice terminals, than you have a right to complain. That is a core skill. This smuggling benefit is not a core skill. It is being added in direct proportion to the crack down.


Things I would like to see for smugglers.

A mission terminal for smuggling missions or they must go to a crime lord to get a smuggling mission. The mission require the character to get a package from someone and smuggle it past a check point to an NPC who is inside the check point area. Big pay off but with the potential for both PvE and PvP like Han Solo. Also they can gamble better.


When are we going to see Sabacc in the game?





You’re right. But what are we smuggling? Contraband items. AKA. Illegal items. After all, the Emperor has mandated that illegally modified (sliced) weapons and Drugs (spice) are illegal.


So we finally get to smuggle illegal items. Great! But suddenly these items are no longer illegal when you spend enough faction points to reach some "non-low rank" (i.e. sergeant or higher).


Here is the problem:


This sets the framework for what is considered contraband in the game. It appears that Imperial law determines what is legal and illegal. But with this new system, Imperial Sergeants and higher are able to flaunt these laws.


So in the future, if-and-when Smugglers get a re-vamp, what will define contraband then? Will contraband be anything which is outlawed by Imperial law?? And if so, why wouldn't we expect imperial sergeants and above to be above to be immune from these laws???




Rexan Ryu
Master Smuggler
Flurry Server
Lacies
Wed Feb 11, 2004 2:48 pm
#376

I love how defense stacking is still in the game
RougeSmuggler
Wed Feb 11, 2004 2:51 pm
#377

I don't know where some of you learned to argue. but saying Shut the ***** up. And stop your ******ing. Or, You should be grateful you got anything at all! Those are not really arguments.



You've shown that you can succesfully ignore the issue and attack the poster, rather then defend the idea that Imperials should be immune.



Please, make it clear to us Smugglers how Imperials in the EU recieved Widespread immunity to do hardcore drugs, and equip backalley equipment. Please, provide examples. And i'm not talking "corruption". I'm talking WIDESPREAD corruption, where EVERY Imperial Officer could get away with ANYTHING ANYWHERE in the galaxy. We do know that in the outerrm territories there was corruption. That's fair to say. (like the Prefect on Tatooine). It is not Fair to say that the EMPEROR accepted such corruption. But again, please. Examples.


Please, explain how militaries in the Real World, whether it be the US or British Army of today, Or the German and Japanese Armies of WWII allow their troops to do hardcore drugs and use weapons that have been illegaly modified (hint: more likely to break in the middle of combat)


And then, please explain, in Gameplay terms, how it makes sense to give a Faction the abilities of a profession, and then make them BETTER at it then said profession.




And then I ask you, to respond without one flame. I dare you. Please.




-red


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