Development Cycle Archive
Thread: Publish 7: Major Features
BlackEdge
Mon Feb 23, 2004 9:18 am
#482
SSquirrel76 wrote:
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)
On the bantha and cupa thing, you do know the size of pets are from the difficulty level (DL) or challenge level (CL). So if you do get say a DL 70 bantha, or a DL 50 bantha, you would actually have to stop their growth because then they would end up being too big to be mounted (giant carrion spat is an example). Better off just getting a mountain dewback and mounting it. ^_^
Aristot
Mon Feb 23, 2004 9:23 am
#483
TH:
I can understand the need to cap some stacked defenses, but shouldn't those that actually MASTER a given profession be allowed a HIGHER hard cap than those that just dabble in a given profession to try to snag some stacked defenses?
It seems like you're punishing those that master more than one profession... and if you give a higher hard stack limit to those that actually master vs dabble, you reward those that master a given profession.
I agree BOTH should be capped... but give a higher cap to the master than the dabbler. Perhaps the person only achieves a higher cap value once they hit the master skill level... like adding a +25 Max <Defense value here> for any given profession.
Thoughts on how to reward the multiple masters vs. the dabblers?
Thanks in advance TH.
Amac
CommandoGurl
Mon Feb 23, 2004 9:33 am
#484
I think TKM is too weak, and should be addressed in pub 7 ahead of jedi and bh
rj00789
Mon Feb 23, 2004 9:34 am
#485
TH and Devs,
First of all, awesome job, best changes to date! Keep it coming. Secondly, can you PLZZZZZZZZ get rid of built-in house lighting too? Its bad in most houses, but especially bad in corelian and generic homes!
Sometimes the glare is unbearable and the crappy yellow light makes it hard for Tailors to match colors, or DE's like myself to display colors even close to what they really look like! Imagine a nice money sink
with folks having to supply a light source for each room, and a nice candle-lit dinnertable, in an otherwise dark room! At least give us an option to turn off house lighting if we wish ......Again great job!! I'm looking forward to "Hanging" my painting on the wall of my medium generic that has no stairs, and stacking my crates of droid parts for more floorspace and a much better looking warehouse!
TrandoshanDroidTech
Mon Feb 23, 2004 9:45 am
#486
To further push the point, tuskens ride mounts too, that is, Banthas.... ever seen ANH? Theres a bantha with the group of tuskens that attacked Luke in that canyon.....
cshauny wrote:
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.
dfindiansfan
Mon Feb 23, 2004 10:02 am
#487
This publish sounds good except for the new vehicle/mount/droid generating part. What is the point of riding a vehicle if you are going to have to wait 30 seconds for it to generate? I think in cities vehicles should generate instantly. Maybe out in the wilderness the 30 second rule could work, but not in cities.
DarthArcher
Mon Feb 23, 2004 10:16 am
#488
CommandoGurl wrote:
I think TKM is too weak, and should be addressed in pub 7 ahead of jedi and bh
OMG, you didn't just say that did you??? TKM's are the strongest chars in the game.
And, my 2 cents, not that it matters cause no dev actually reads these messages.
30 sec delay to call a pet/vehicle? I canplop a camp, call my bike, and pack up the camp in less then 10 sec.A 30 sec delay is STILL an annoyance. Why is there ANY delay on calling pets when not in combat? Pleaseremove this delay, or at the very least, make it reasonable, 5-10 sec.
ElevenFortyOne
Mon Feb 23, 2004 11:20 am
#490
A slew of great ideas, and fixes! Great job, TH, and devs! Keep up the good work.
DeQuosaek
Mon Feb 23, 2004 11:34 am
#491
cheechcheech wrote:
Tell yourself whatever you need to but these things dont work. I have an Aakuan poison resist robe, SEA, armor attachments +5 poison resist and I had my combat medic friend throw poison on me and guess what..... I still got poisoned.
So you have, what, maybe 10 points of poison resist or should I say 10% chance to resist poison? And your friend tried to poison you one time with a pack with 100% (or more) potency? And you're surprised that it hit you? If these numbers are roughly accurate, you only had a 1 in 10 chance of resisting it.
Guess what? He had to give up some of the strength of that pack to get it to 100% potency. You can do the same basic thing with weapons. You can experiment on the effectiveness (call it accuracy - whatever) instaed of the damage, but guess what? Most people care more about damage than anything else.
If you run across CMs with very high damage packs, chances are they will not be 100% potent and will miss from time to time... especially if you have any % resist enhancements.
I am a master CM and I have decent packs, but I still miss more often than you would think. You don't get a combat message when I miss, so maybe that's why you mistakenly think we never miss.
CMs can miss and do miss!
osskno
Mon Feb 23, 2004 12:08 pm
#492
Will another Melee profession be able to take adavantage of another melee prof Defense, IE. Dodge, Counterattack, block or will i have to have that weapon in my hand?
Phizz127
Mon Feb 23, 2004 12:38 pm
#493
For so long now alot of us Imperial's are wanting to wear the Imperial hat. How long is this gonna take and whats the hold up? Its been broken since launch and there doesnt seem to be as if any effort is being taken into fixing this issue. Another would be Rebel/Imperial ranks. Ranking stops at Colonel, when can we get the authority to promote to Surface Marshal? Alot of us have the FP just sitting there and there is nothing to use it on, another suggestion would be some new Factional Items. Maybe single player vehicles such as an Imperial Speeder Bike, or Rebel Land Skiff? Even some new armor and weapons would be nice. Whats happened to Rebel Trooper Uniforms and Scout Trooper Armor????? Come on Dev's, for the love of the fans. GIVE US THESE THINGS!
And another question is why only 2 mounts? I mean its great we can finally get these 2 mounts, I personally wanted a Bantha from launch. But alot of demand is also for Ronto's and Eopies etc. Can we look forward to at least 2 new mounts per publish?
Drazzule
Mon Feb 23, 2004 12:44 pm
#494
Okay interesting. Verrrry interesting.
To Dev's Looks good gang. Keep putting on the armor glow and keep rubbing till you see your face. You have a lot of work to do. Good job
Thunderheart. Thanks for the update. And thanks for hanging in there for us.
To the players. Well you all su*k as always but atleast you play. 
About some stuff that has been said.
Kid Jedi players; Sorry boy and girls thats the breaks. I hated it when permadeath was removed and I want a Jedi. This is mainly a PVP game. I don't PVP much but PVE most of the time. The rest in injoying crafting. So if you whant to be a Jadi then play one of the meny fun and exciting games from lucusArts and play Jedi of the old republic. Then you can be Mr/Ms/Other all you whant.
Jedi players; Gang we know Jedi was going to be hard in this game. And the Dev have made some mistakes like the Holos. Was a bad idea that created Havick in the game. There was no hurry to have Jedi. Just the Dev team was really wanting to start doing Jedi things in the game.
Wookie Nerfers; Now correst me if I am wrong. Becuse I have been MENY times in my life but does Nerf mean lower? To make less? if so then why Nerf Wookies? Lets see is it becuse of there armor? No thay can't wear armor. Is it there intemadating presents? No, It mostly effects PVE not PVP. Is it thay can pull a mans arm out of it's socket? No, game does not even have that option.Then what?
I get it. It's the hair. Thay have to much hair on them. The hair cloges up the drians and creats lag in the game! That it!
Speaking of loosing limbs. When are we going to see Cyborgs? Have the option of a doctor attatching limbs and body parts. No thay won't be very inhanced. In fact might just be a look thing to keep it from having everyone get one. But just a thought
Now for your musical intermission to the music of "I whant to be a cowboy"
I want to be a Jedi, And you can be my padwan. I want to be a Jedi, And you can be my padwan.
I want my lightsaber, and dark cloak. I want to float some objects. And fight the dark sith.
I whant to be a jedi, And you can be my padwan.
Yes I am sick and wrong just like the rest of you Muhahahahahahahaha
Anyway just posting this in fun really. If you take it seariously then you need a lot more help my friend then I can give you here.
Have fun. play nice.