Development Cycle Archive
Thread: Publish 9.3 Feedback thread... DECREASED STARPORT TIMES, Poison resists, etc.
JustG wrote:
Travel: Decreased starport wait times to 5 minutes!!
I think all of these changes should've been done a year ago
GabrielsSword wrote:
Glad to see the decreased wait times and some tools to fight a CM. Now I'd like to see them get rid of the dependencies of doctor and entertainer buffs for PvP causing huge lines. Could you imagine Han, Leia, Luke, and Chewey waiting in a long line for a buff before the battle on Endor.....it's just plain stupid.
Message Edited by GabrielsSword on 08-10-2004 11:48 AM
No...didn't you realise? One of the nameless extras in the background was a Doc, and Threepio had a medical module installed before the mission. Those Ewoks weren't listening to his story out of choice - they were waiting for their buffs!
Might be a tad more reasonable if the 'outter rim' planets still had a longer wait time than the core planets.
I hear public transportation in rural areas, suck.
BachhTearia wrote:
Disease/Poison Buffs
The Master Combat Medic profession has been hit hard by this new update. Why be a Master CM? What benefit is it now? The Doc profession is easier to complete and much, much more profitable! They are now becoming Godlike with these new skills. You sit all day/night at Starport selling buffs with a macro and rake in the credits! Now you have even another bufftoprofit from.If Master CM are only good for combat support and healing then they might as well just be Master Medics. Why not just eliminate the Master CM profession entirely if you're going to render us useless? I predict MANY more Master Doctors in the very near future.....frustrated Master CM are going to switch and start making credits instead of having to spend everything they have on resources and supplies entirely dependent upon tips or making and selling doc supplies to survive!
Why be a Master CM? What benefit is it now?
You have the ability to do ranged healing, so you don't have to run up 2m next to an enemy and heal your friend, putting yourself in danger of getting smacked around.
They are now becoming Godlike with these new skills.
And CM's being Godlike with sure-fire poisons and diseases that stack and stack and stack and tick half your HAM away is OK? I fail to see why forcing you to have a challenge makes Doctors godlike. It just keeps your abilities in check instead of letting you own everyone all the time in PvP. Sorry, but you were bound to be brought back down from your Uber heights sometime or another. Adapt and adjust - change strategies.
If Master CM are only good for combat support and healing then they might as well just be Master Medics. Why not just eliminate the Master CM profession entirely if you're going to render us useless?
Again, you're hardly useless. You have ranged heals and can still poison/disease just like before. Now, it really becomes a battle between Docs and CM's, whereas before Docs were merely reactionary to the crazy poisons/diseases getting thrown at them and their allies continually, stacking and stacking and never ending curing. Maybe we Docs will get a slight respite from healing poisons and diseases every 1.2 seconds and we can focus on more of our allies in the battle.
Have you really even had time to adequately judge how these changes affect your profession? Just because you might have a slightly more difficult time cutting down lines of enemies in PvP with poisons and diseases doesn't make your profession useless. It just means you aren't a God, like the rest of us.
Jason036 wrote:
New starport times is nice, but now I will not have as much time to heal player wounds as they wait for the shuttle
Buy Havla food... you'll be able to do it much faster.
JustG wrote:
GCW Increased all turret hitpoints.
*Turret Data*
Large Tower Turret: 300000
Medium Tower Turret: 200000
Small Tower Turret: 75000
Large Block Turret: 300000
Medium Block Turret: 200000
Small Block Turret: 75000
Large Dish Turret: 300000
Small Dish Turret: 75000
Wow. /applaud loudly
No. It means no matter how good or bad any particular poison or disease is, there will always be a 5% of being affected or a 5% chance of resisting. In other words, there will be no 100% all-of-the-time absolutes.
KingLuka wrote:
Combat: The resistance effectiveness of the Poison Resist & Disease Resist Buffs will reduce the chance of being affected by a poison or disease. There will always be a 5% chance of being affected and a 5% chance of resisting no matter how high the resistance or potency ratings get.
Does this mean, no matter how good or badof a resist buff I make, the end result will only be 5%? Just a little clarification, please.
JustG wrote:
Travel: Decreased starport wait times to 5 minutes!!
Message Edited by JustG on 08-10-200408:07 AM
Thank you, thank you, thank you, thank you!!!!!!!!!!!!!!!
Now to be greedy: How about some details for those of us who unlocked between Pub 9 and Pub 10?????
JustG wrote:
Wookiee Armor: Increased encumbrance of Wookiee Armor 2&3.
Didn't anyone tell you it's not wise to upset a wookiee? ![]()
Nice work on the rest though.