Development Cycle Archive

Thread: Publish 7: Major Features

cheechcheech
Mon Feb 23, 2004 1:32 am
#469






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.





You might be right. I keep checking this thread to see if TH has replied to anything.....



Sagem - Intrepid
Cheech - Radiant
Lildrew
Mon Feb 23, 2004 3:11 am
#470

Oh boy... a fire blanket to cure a nearly useless fire DoT. Good thing this didn't come out about 4 months ago. Great timing!



BlakeB aka Lildrew, Leader of ME

Master Commando/Sniper
hiphopdeejay
Mon Feb 23, 2004 3:13 am
#471

Hi yall at soe!


have u thought any of changing tka cause its no use if your not tka/rifleman to take part in any pvp, u always get your a s s kicked everytime!


i mean im a commando was a pretty high lvl 1 too but i lasted for about 5 sec against one of those guys! and if u choose a combat proffession shouldnt their be somekind of balance?just a thought!



thnx for a great game anyhoo


Xyrol
Mon Feb 23, 2004 4:08 am
#472


About the defensive stacking, I think you are going about this all the wrong way, as it is the combat is very fast and peoplejustspam a few specialsunless you have good defence and both opponents are missing quit a bit. Some great battles are currently fought between two guys that have these high defense characters. Whats out of whack is the accuraccy and defenses are too varied from proffesion to proffesion, for example a TKA master has over twice the accuraccy as a pistoleer master, that just doesnt make sence because thier both masters of thier respective weapons, and the same applies to defences. Also the higher the skill point costs the higher the defences and accuaracies should be, namely the master bounty hunters and master commandos need better defence and attack modifiers. The only limit for defensive stacking that makes sence is when a state defence is so high it completely negates another characters special attacks, like when a fencer/pistoleer has a 100% defence against knockdown. In short if a player choses to spend all his skill points on combat, no matter if its a skill point intensive hybrid like master BH or using multiple masters, they should have a huge edge in combat over the masters of a single combat profesion.

Anyways I hope you stop listening to the guys with one weapon master that complain because they cant beat a character totaly dedicated to combat, and instead rethink these changes.
Cactuscreek
Mon Feb 23, 2004 5:25 am
#473

WHERE ARE THE JEDI FIXES????



don't even act like there are none... please



BHs now can run us down easily and we have no chance without some Ranged Mitigation or a ranged attack....



Lightsabers decay???? Availability of Lightsaber crafting items... <pearls crystals>


NO terrain negotiation




I will put my jedi on the shelf if the devs don't help us out soon....


Jayded


FragRock-Creatures
Mon Feb 23, 2004 5:47 am
#474

What about Carbineer HAM usage? If carbineers are supposed to be the standard infiltry fighting class, they should be able to fire a good range of shot before incapping themselves. OUr only defense against TKMs is to stop them from getting to close with either supression fire or a charge shot, which now has time constraints on it. A Master combat profession should be able to at least last a good minute before getting owned by a TKM



--------------------FLURRY------------------------
Master Creature Handler

Master Swordsman
IGN: -fr-Rax Nibune
Kynin
Mon Feb 23, 2004 6:34 am
#475






TH wrote


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.



Now correct me if I'm wrong here but wont this mean crafting high quality items may become even harder to make if this system is implemented? I mean take for example buff D's, they are already frustrating beyond belief as the buff system is random irregardless of what quality buffpack you use although your highest possible range will be a bit higher using a 900 pack opposed to a 750 pack.


But making either packs requires some high quality resources, we're talking top of the line resources for 900 strenght packs, and now those struggling to make 750-800 packs with the highest quality resources available to them are going to have an even tougher time trying to realize the same goal?


If I am reading this right(correct me if I am not) one will need the best resources to make the best items, so unless you have a stockpile of resources the best you have available may put you at a serious disadvantage in relation to those who do.


And if you are on a server like Bria then you are really screwed as you are in the lower 25% of resource qulity availability compared to all the other servers. If I am reading this right I really hope you dont push this to live unless you plan on addressing the different ressouce spawn qualities throughout all servers, and things like the fact that using even the best quality resources ever to hit your server to make the highest quality packs in the universe is absolutely useless as you are still reduced to the fact that even as a master your skills are aparently random.

JediRhino
Mon Feb 23, 2004 7:19 am
#476

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


This has got to be a joke. Banthas???As mounts??? Have you even seen StarWars? Do you have any idea about anything regarding the history and the built up story of the universe?


Are you going for a StarWars themed game or a StarWars game?



Esdel,
The rehab'ing smuggler
In Progress: Snugglah baby! It's not a profession, it's a way of LIFE!

Past: Smuggler/Pistoleer/Medic/TKM/Squid Leader/Scout
/Doctor/Dancer/Entertainer/Architect/Weaponsmith/Artisan/Fencer
cheechcheech
Mon Feb 23, 2004 7:46 am
#477






FragRock-Creatures wrote:
What about Carbineer HAM usage? If carbineers are supposed to be the standard infiltry fighting class, they should be able to fire a good range of shot before incapping themselves. OUr only defense against TKMs is to stop them from getting to close with either supression fire or a charge shot, which now has time constraints on it. A Master combat profession should be able to at least last a good minute before getting owned by a TKM






For once the carbineers get some love and you are still complaining? Every profession has HAM issues. I agree Carbineers arehorrible with HAMbut the fixes you got in the patch are awesome. Getting a dizzy that sticks and a group dizzy is a big time improvement. If you look at every profession boards, it wont be long before you see someone complaining about the HAM for that profession. HAM across the board needs to be adjusted. Hopefully this is part of the combat revamp. As a swordsman using my best weapon (powerhammer) I have a Health cost of over 100 per special! I've never seen any of my carbines with HAM cost that high.



Sagem - Intrepid
Cheech - Radiant
Kerdos
Mon Feb 23, 2004 9:00 am
#478

hopefully youll implement a /rotate command on the z axis, so we can lean rifles against walls and such...
cshauny
Mon Feb 23, 2004 9:00 am
#479






JediRhino wrote:

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


This has got to be a joke. Banthas???As mounts??? Have you even seen StarWars? Do you have any idea about anything regarding the history and the built up story of the universe?


Are you going for a StarWars themed game or a StarWars game?







Sorry but i'm a little confused here. What exactly is the problem with Banthas as mounts?


If I recall correctly, one of the EU books had Han and Luke riding Banthas.




Charm-O-Shaun
Resource Vendors at Zlatan's Vendor Mall [Offer items here]
/waypoint -375 -5480 Coronet

Edwardvi
Mon Feb 23, 2004 9:10 am
#480

This is why i Cancelled my Account, Let the Jedi Greifing Begin....
Nitsuj777
Mon Feb 23, 2004 9:14 am
#481

Tuskens can ride banthas we should be able to also. But my main problem is i read all 19 pages of this thread and alot of compalaints and questions about wookie ac were made and asked but none were responed to. This is very annoying at least answer us about it. Even if its just to say were not sure what were gonna do about it yet. we keep asking and you dont even respond with a simple ahh yeah were working on it . or maybe even no nothing at this time for wookie ac. BUT EVEN BETTER WOULD BE YES WERE GONNA FIX THE WOOKIE ARMOR PROBLE IN PUBLISH 7 OR 8. THANX YURBANTAFODDER WOOKIE FOR LIFE! although not if i make a jedi and wooks still cant wear armor lol.



Allyk Le'Ber = reB'el kyllA
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