Development Cycle Archive
Thread: Test Center Update Notes Aug 19, 2004
Jordan_Karr
Thu Aug 19, 2004 2:25 pm
#27
I am frightend of the three strikes on the Padawan...
If the padawan trials require any kind of High level mob, with out other combat skills... they are likely to fail three or 4 times..
Do the Knights have a control like that built in???
If they dont why should the padawans get it...
They need to do some clarifcation on the 3 strikes... as thats not going to make people very happy if they get three stirkes and then they can not get to unlocking jedi...
All that it will do is make more people leave the game...
JTGAlpha
Thu Aug 19, 2004 2:48 pm
#28
I can read just fine and know the rules better than you do. I'm trying to force a real response. Not, "We're working on it, trust us." I want real answers, like, why is the duper on intrepid sitting in coronet while people who he tipped millions to, who tipped him right back or turned the money in got banned?
Aikrun
Thu Aug 19, 2004 4:58 pm
#29
When I looked at the force progression tree of TC it listed padawan after jedi initate. I would think that you fail three times during the trials and have to start over. Unless I was looking at this wrong you would already be a jedi just a initate (training saber etc etc).
Ultimage
Thu Aug 19, 2004 6:41 pm
#31
a clarification of the 3 strikes rule and the 10 lots for jedi accounts need to be posted asap. TH can you please do this?
Whiplash78
Thu Aug 19, 2004 7:31 pm
#32
Please Listen to this plea DEVS
The WarZone Must be moved, far to many times in my testing have I run across this issue and I'm just one person.
A Counter really Needs to be added to the killing Mercs and Sith Quest so that you know how many you ahve left to go. This will add greatly to the understanding and ease the mission a bit.
Thank you for your time
ZabrackDimo
Thu Aug 19, 2004 7:37 pm
#33
Ultimage wrote:
a clarification of the 3 strikes rule and the 10 lots for jedi accounts need to be posted asap. TH can you please do this?
Currently the main character and the jedi both get 10 slots, but the jedi cannot place structures so they have to have them transferred to them.
As to why the main and the jedi would "share" ten slots in the future, what is the reasoning behind this? Given the difficulties the novice jedi have with exp loss and every BH in the galaxy hoping to add killed jedi so-and-so into thier bio, a lot of potential jedi are just going stop at force sensitive normal people with the second character slot opened as another normal person. If someone goes to the effort to unlock that second slot normal character they should have the same abilities as any other normal character including 10 slots for housing, etc. When the original jedi scheme was implemented it was that the second slot would be a jedi. Since they are no longer going to be jedi why would they benerfed into a useless character?
Blu_Haze
Thu Aug 19, 2004 9:30 pm
#34
Rogue_5 wrote:
- FS Quests: Changed name of the shadow mercenary nofaction to 'a Sith Shadow commander'
/sigh
Why must you insist on calling these guys "sith". There are no sith in the entire galaxy besides the master and the apprentice. None, zero, zip, ziltch. This can't even be debated like the possiblity of a few jedi survivors or people training new jedi. The way of the sith was passed on only from master to apprentice, and has been for thousands of years. As I've said before I can understand you guys putting continuity to the side a little bit to allow player jedi in the game, but how does having some NPC named sith add to the game at all? How can you justify degrading the continuity even further with this?
Just remove the "sith" part from the NPCs names and everything will be fine. What's so wrong with having simply "a Shadow Commander", or "a Shadow Outlaw"? This is something that could be done very easily and would make quite a few people happy who still care about what little bit of continuity we have left in this game.
Number-1-Commando
Fri Aug 20, 2004 12:00 am
#35
Rogue_5 wrote:
- Jedi: Removed the restrictions on Jedi placing structures.
- DWB: Updated the Boss Loot script in the Death Watch Bunker so that the jetpack
- FS Quests: The camp commander in the phase 3 combat quest should now follow you properly after capturing him.
These three things are awesome, however, I hope you get around to fixing the Phase 4 combat....... It's kinda... well.... insane 
IGilligan
Fri Aug 20, 2004 12:14 am
#36
finally, jedi can place structures. Why was this ever like that in the frist place? D=
Drunkenjedi420
Fri Aug 20, 2004 12:17 am
#37
KICK ASS - I am so Glad to see some MAJOR Work being done. This is GREAT in so many ways I cant stress how nice this is!
-Sazo
Bamasi
Fri Aug 20, 2004 12:45 am
#39
Any word on what the new conversion rates are? I'd really like to start complaining about them now.