Development Cycle Archive

Thread: Publish 7 Feedback: GCW Changes

boogie1077
Thu Mar 18, 2004 12:02 pm
#27

If you guys/gals don't want to be forced overt, don't carry sliced items or spices.

This is a crackdown and you're a terrorist carrying illegal goods.

-besides, if you die, it's considered a PvP death and thus, no decay on insured items...


Cram Darkdust
Master Smuggler
Lowca
Eleg
Thu Mar 18, 2004 5:23 pm
#28

Cram,


I was not not forced Overt because of Spice or Slice. I was forced into PVP mode because I was a Covert rebel.


I don't have a problem with being scanned by ST's, being identified as a Rebel, and TEF'd. If I survive the situation, I can "slink back into the underworl" and be covert again afetr a reasonable period of time. But this is not what is happening. The game is forcing me into an Overt/PVP game mode. This forces me to find a recruiter, redeclare Covert, and wait someplace safe for an hour before I can venture forth again.


Everytime I get scanned, it costs me an hour of gametime. As a grinding Bounty Hunter, I have enough dead game time waiting for shuttles. I don't need forced PVP status on top of that.


respectfully,


Eleg


Shadowfire



Reidar
Sat Mar 20, 2004 7:08 pm
#29

Yep noticed this on Farstar too, bases seem to be more bugged than before. Whoever was responsible for these "fixes" wants their arse kicking bigtime. Did anyone test this at all?!! I'm amazed this can go live...



Troezar - Imperial Trandoshan
Colonel - Proud member of TDV

"Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat. "
GroovyKool
Sun Mar 21, 2004 11:47 am
#30

Base times are DEFINATELY still shifting.


Groovykool
_Felagund
Sat Mar 27, 2004 4:02 pm
#31

Being forced Overt is a bad thing. Was this announced somewhere?


If so could someone please provide me with a link?


Being forced overt is a new & dramatic change to the
game. I was told by a CSR that that being forced Overt is a bug.But I am thinking thatit most likely is not a
bug. If it becomes common, then the covert system would only exist to as a
PvP penalty, forcing a player to go to a recruiter after a PvP kill.

If scanning & forcing overt status becomes common, SWG would be an entirely
different game. Getting a TEF is manageable & expected, but
attempting to force me to participate in PvP is not acceptable.

What, do they think that I might suddenly "see the light" & find I like it?
PvPr's can have at it, they like it, that's cool. But forcing Overt status
on me just makes for an easy kill. Don't see how that is fun for anyone.


PrefixSlater
Sat Mar 27, 2004 11:10 pm
#32

One of the mayor problems right now is that the Turrets cant take any hits at all, and they are really weak in firepower too. If a base is undefended, like it often is during nights/early mornings, it only takes a Master Heavy Swordsman (with a Power Hammer) and a Master Combat Medic, to take down all the turrets and all the troopers. The CM starts out by poisoning all the troopers, then they run away, and wait. After awhile its just to go and kill off the troopers. Then the Master Swordsman starts pounding away on a turret, and if it is even needed the CMheals him. Then on to the next turret. I think it is increadable that a turret can be taken down so easy, and it should require atleast 10 Master Elites to do it, when the base is unguarded.






/Give me a armorsmith crafted 60% overall Stormtrooper Armor with no chance to slice it, but reasonably low encumberance. Let the deed be bought from the recruiter by FPs. Also remove TEF.


Slater - Chimaera
Boatsheets
Fri Apr 02, 2004 11:29 am
#33

This was reported in yesterday's TEST CENTER bug report....but this happened to me in Live.


-after resigning from the rebel faction, I am NEUTRAL. I can, however, still target, attack, and kill BOTH -------rebel and imperial factional personnel (PvE only). I get xp for these kills, but no faction.



This bug is IN LIVE. It might be repeatable because after I resigned I logged out.

After resigning from the rebel faction I was listed as neutral but stormies AND rebel npcs were still yellow (attackable) to me.

To fix the problem I had to sign up to the rebels again and then resign again. Now the npcs are white to me (non attackable).


Thanks!





____Roper-Eyepoke_______
ELDER JEDI

Loot Vendor -253 2859 Dantooine (Outside M.O., Shadowfire)

Subscribed August 19, 2003
Versatti
Wed Apr 28, 2004 6:01 pm
#34


Flamethrowers have the ability to inflict fire DoT’s and currently, the only way to remove that DoT in PvP is to submerse a player avatar in a static body of water. To give players an alternative method that can be used in all battles, Doctor’s can now craft Fire Blankets. Fire Blankets will give Doctors the ability to extinguish flame with a /extinguishflame command that will enable the use of the fire blanket. To balance out the Fire Blanket, using the blanket drains the “mind” of the doctor.


I love the fire blanket idea but i'm at a loss as to why you chose to grant the use toDoctors only. In 'Real Life' if you go on a first aid course or even just a saftey course, say if youwork in a kitchen you are shown the correct procedure on howto use a fire blanket. I think Medics witheither FirstAid II, III or IV should be given the ability. Perhaps Doctorsshould be the only people to craft them but not the only people to use them.




General Versatti.
Imperial High Command

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