Development Cycle Archive

Thread: Publish 7: Major Features

Tarjan33
Sun Feb 22, 2004 5:51 pm
#456

**edit** is wrong with u devs fix the in game balancing and bugs before adding more crap like ridabale bantas etc wake up no more super legendary drops like 3k damage max damage axes etc before u fix the damm combat system ,the more weapons and stuff you add the harder the balancing will be!
Ziel
Sun Feb 22, 2004 5:56 pm
#457

Nice nice nice. However, I'm still wondering what happened to fixing pikeman? My poor pikeman is so lost...so alone...and so innaccurate.



I can do all I want for the rebellion and the imps won't ever notice me. Come on, who would've thought it was the bothan?
ClaBill
Sun Feb 22, 2004 7:27 pm
#458

The option to move items up and down is greatly appreciated. I would also like to see an "Attatch to Wall" option, so that players can hang pictures or mount skulls in the homes more easily.



~Some dude who plays the game and occasionally reads the forums.~
SSquirrel76
Sun Feb 22, 2004 7:52 pm
#459

Long list of cut n paste comments here:


"" * Warcry has been changed from being a single target lock down preventing it from attacking to a method of “crowd control”. Enemies can be temporarily prevented from attacking as long as they are not currently being attacked themselves.
* Bleed DoT Improvements: Targeted pool bleeds (/mindShot1 & 2, /healthShot1 & 2, etc) now hit their intended pool on the initial strike as well as the bleed damage.""

Warcry will now be like this. You attack a creature forgetting that its a social type and its 6 friends all line up behind him and start wailing on you. You are only punching one of them or maybe you hit warcry instantly and haven't shot/hit at anyone yet. You will be able to warcry several of them at once and then start kicking butt yourself. I thought warcry was supposed to be a cone effect anyway but oh well.

The Bleed improvement will be very cool. I know my pistoleer oevr on Gorath has always wondered why it is taht he hits with a bleed shot and it does no damage at all until the 15 seconds has passed.


"" Crafting System Enhancements: Crafting still works on the same risk/reward principle of a 5% critical fail chance, but is now modified with the player’s assembly or experimentation skill. As crafters progress from Novice to Master they will have a reduced chance of a critical failure.""

DEAR GOD YES!!! This is a HUGE boon to crafters everywhere. Now being a master of your craft will actually MEAN something. As a master you hsouldn't have to suffer through tons of crit fails (I have a BE on Valcyn working towards master and I know I really don't relish the thought of losing DNA that takes HOURS to get and many deaths along the way. Stupid rancors)

"" Experimentation Resource Quality: Crafting experimentation has been enhanced so that the amount of change that each experimentation point will affect an item attribute will now be calculated by the maximum value for the item. Therefore, regardless of the quality of resources used, each experimentation point will affect the attribute by the same amount. Now, the maximum value upon which a resource attribute is allowed to be experimented is affected by the quality of resources used. This will have a much more noticeable effect on the crafting experimentation process, making it more interesting, challenging and easier to understand. This will noticeably reduce the effectiveness of experimenting with low quality resources by all players. However, this will give master crafters more of an advantage over less skilled crafters, as they have more experimentation points to use, and will be more likely to produce an item with maximum attributes.""

A lot of folks will just consider this a nerf plain and simple but I welcome it. You really SHOULD be rewarded for finding the best stuff to make your items from. To quote Beavis and Butthead, you can't polish a turd.

"" Vertical Item Movement: Another big player request brings the ability to move furniture and household items up and down. Players in all houses can now move items up and down by either using the Radial Menu or the following commands:

Lighting Objects: Players will now have many craftable light sources in the game that will have the true functionality of a light source. All of the current lamps styles in the game crafted from here on out will now have glow of light. Additionally, many new lamp styles have been added to the game and now players can also have candles. Players will be able to purchase architect crafted candles for players that will flicker and glow for about 2 weeks and then burn away. Lamps will also decay, but at a reduced rate.""

Again very cool. Nitpicky and stupid a lot of you are saying, but for anyone who's dropped 100k or more on fixing up their house and being frustrated at not being able to make it right (example:Medium Tat house, you can't place something on teh stairs and float it into the front room, just the pit room. So I couldn't put something on top of a table in the front area which was just stupid. The lamps actually working properly will be great and I really love the idea of having a room full of candles.

"" Camp Restrictions Removed:

· A player will not be able to call a vehicle/mount/pet/droid during combat or 60 seconds after combat is concluded.

· There is a 30 second delay after you call for a vehicle/mount/pet/droid before it will generate. ""

I'm happy with the camp restriction removal, but these 2 parts are just a bit long I'm thinking. Cut both of them in half at least. Not being able to call anything during combat is both right and good, but having to wait a total of 90 seconds after a fight to have whatever actually out for your use is a bit much. Hell, 45 seconds will be a long time too. Maybe 10 seconds each.

"" Player City Garages: Architects will be able to craft Player City Garages that Politicians can place in their cities. This new craftable structure will require a laceName>PlayerlaceName> laceType>CitylaceType> to be at least level 2. Now players will be able to repair their vehicles in many more locations.""

Again with the cool. Should have been in from the get go, now I won't have to hunt like hell some days to find a garage.

"" Sliced Weapon Tag: With the Empire cracking down on sliced weapons and armor, publish 7 brings the ability for players to be able to view sliced armor and weapons to find out which items have been sliced.""

Yet another "should have been with the game as shipped" item, but I'll be very glad when it does arrive.


"" New Mounts: Players have two new mounts available to them with Publish 7; Banthas and Cu-Pa’s! ""

Silly you say, but this makes 2 new creatures that BEs can make into very buff fighters that can ALSO be ridden, making the life of a CH easier or even making a decent fighter out of your nonCH creature. My wife had to let her bantha she used to have over on Eclipse go when she wanted her mount and she was sad she couldn't ride her bantha. Now she'll be able to have one.

Yes I believe there are still TONS of mission critical stuf floating around, but for every 2 or 3 of the very important things, we have 1 nicety like the up/down movement etc that are coming in. Don't forget that the up/down was stated as being a real **edit** to actually get working and thus it IS an important thing that they were able to get it working. They would have needed to get that right before the Space expansion anyway, so just view this as a help to the space expansion *grin*

Astu (Valcyn)



Osethme; Mistress Tailor, Mistress Swordswoman; Shop at 1313, -5249 Coronet, Corellia, Wanderhome
Brigid Lightningrider; Mistress Image Designer; Skystone, Tatooine, Test Center

my hubby's characters:
Fiado
Ykkin
Astu
SWG1989
Sun Feb 22, 2004 8:07 pm
#460

hey everyone. i was just wonderin if anyone knew what new kinds of droids droid eng will be able 2 make. does anyone also know if maybe droid deka or ig assain droids are on that list?




"I couldn't possibly fail to disagree with you less." - some random person....
Keimtime
Sun Feb 22, 2004 8:26 pm
#461

I do not think the fire blanket should be published. Of course everyone wants it but it renders the commando useless. The only reason people go after the commando profession is for the flame thrower. Now it is useless because the fire and burning will no longer inflict fear upon those who go up against commandos. The fire blanket should just slow down the burning for a doctor or medic to heal the normal damage not extinguishthe flames. The large wounds from burning are what make people affraid of getting light on fire. Why are you changing the best weapon a commando has? The launcher pistol is weak against creatures. The acid rifle is never used because most armor has high acid resistance. The support weapons are only effective as a master commando. You might as well take the whole profession away and make a new one. The commando is not worththe trouble to get with the new fireblankets.




Keim-time

Tarquinas

"The Ragin KAGE-in"

Mystic Warrior of Kagekira
Naufragus
Sun Feb 22, 2004 10:07 pm
#462

JUNK DEALERS?????!!!!!!!!!!!!!!


why are you guys wasting valuable programming time on JUNK DEALERS instead of bug fixes....


clue in Devs....no one has ever used the junk dealers.


why not just remove them all together....or better yet just remove the junk


DeQuosaek
Sun Feb 22, 2004 11:04 pm
#463






cheechcheech wrote:

But Combat Medic Poison is RIDICULOUS. There is zero defense against it and that is not right. We have def vs dizzy and def vs KD. Helmets for eyeshot and masterhead shot (unless the rifleman is using a jawa ion rifle).


There is ZERO defense against CM. I can buy a 350k composite armor suit. I can get musician and dancer mind buffs. Eat a muon gold. Drink some brandy and fishak. Be a pure combat template (ranged or melee) and have great defenses yet I cant do a thing from being poisoned from 64m out thru walls??? When was CM supposed to be the best PvP class?



There are skill enhancing attachments , armor attachments, and foods that add to poison and disease resist. It is simply untrue that there is zero defense against poison.





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
Sun Feb 22, 2004 11:07 pm
#464






Nealoc187 wrote:
Anyone notice that when the questions start coming in about why they are adding pointless stuff like furniture movement but not helping wookies, fixing broken profs, etc, that the devs disappear never to be seen again until after the patch has gone live? I'm afraid all the good suggestions in this thread are falling upon deaf ears.





I guarantee that the other 85% of people who don't generally PvP are loving the other changes. It's not all about you, pal.




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
Sun Feb 22, 2004 11:19 pm
#465






Keimtime wrote:
I do not think the fire blanket should be published. Of course everyone wants it but it renders the commando useless. The only reason people go after the commando profession is for the flame thrower. Now it is useless because the fire and burning will no longer inflict fear upon those who go up against commandos. The fire blanket should just slow down the burning for a doctor or medic to heal the normal damage not extinguishthe flames. The large wounds from burning are what make people affraid of getting light on fire. Why are you changing the best weapon a commando has? The launcher pistol is weak against creatures. The acid rifle is never used because most armor has high acid resistance. The support weapons are only effective as a master commando. You might as well take the whole profession away and make a new one. The commando is not worththe trouble to get with the new fireblankets.



Did you miss the factthat nobody will be able to use them except doctors? I don't think everyone has a doctor at their side during PvP.





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."

Krizzol2005
Sun Feb 22, 2004 11:56 pm
#466

Why not fix the traveling system? Everyday I wait at least a half hour total standing around for a shuttle or planet travel. I've talked to many people and NOBODY likes waiting. Yes you can argue the idea that it's realistic and part of the game, but if lots of people are complaining about it, why not fix it? Okay consider this: We pay what, 12 dollars a month for our subscription to Star Wars Galaxies, correct? So basically if we travelled once a month, we pay you 10 dollars and 2 dollars for other gameplay. Come on this is ridiculous, nobody wants to wait for the expansion to travel whenever they want, they want it now. Nobody wants to wait, or at least if you were going to change the waiting times, make it to 1 minute, cause 10 minutes is way to long. A bounty hunter who does his missions waits longer for just the shuttle then actually doing the mission itself! That's insane!



Aks...


Nealoc187
Mon Feb 23, 2004 1:22 am
#467

Anyone notice that when the questions start coming in about why they are adding pointless stuff like furniture movement but not helping wookies, fixing broken profs, etc, that the devs disappear never to be seen again until after the patch has gone live? I'm afraid all the good suggestions in this thread are falling upon deaf ears.



Nealoc Steele
-RA-
sVn
MP-Denmark
Mon Feb 23, 2004 1:31 am
#468

Thunder, what about that Droid Handler/Controller thing?





When life is victorious, there is birth; when it is thwarted, there is death.
A warrior is always engaged in a life-and-death struggle for peace.


Morihei Ueshiba (1883-1969)

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