Development Cycle Archive
Thread: Current Live Issues
Vikassi wrote:
What about the old man and sith issues? I think you forgot to add those in their? Jesus.
What issue? The fact that the old man hasn't visited you yet? Patience my very young padawan-to-be.
Buxley
speardancer wrote:
Lebbeus wrote:Could a post explaining Force skill mods be created? I finally got to the village, got Crafting Experimentation branch and Vehicle Control branch and I can tell no difference...no macros...nothing.
Heck, i'm not a dev and can answer that.....
They're all passive enhancers to the skills. there are no macro's or anything to get. However, if you go craft a bit, you should notice it's a little easier to get amazing successes... Dunno what the vehicle control really gets you.
You've highlighted a broader issue. Neither you, nor I, nor the Devs (!) appear to know what all of the various skill mods do.
"Luck +1"? (Of course, I have no idea what "Luck" is... so my "documentation" in this post purely hypothetical.) Saying "It makes you more lucky" is not documentation. Saying "Luck: An attribute that affects experimentation by X% per roll, combat to-hit by Y% per roll, combat damage by Z% per roll, experimentation probability by W% and has a range of 0-100, with a starting base of 0" would be, because depending on the valuues of X, Y, Z, and W, a player could make an informed decision as to whether "Luck +1" was worth getting over something that's better-understood like "Melee Defense +5".
"Force Vehicle Control" is another good example of an utterly undocumented "skill". Maybe it'll be good for JTL. Maybe it'll be like Armor Attachments for skills that existed in beta, were deleted in Live, and have no effect whatsoever on current gameplay... but the attachments keep dropping.
I commend the devs for taking a look at the overall quality/polish issues in the game (fixing typos is a good fix.) If I spend $100M to develop a game over four years, I can bloody well afford to ask a technical writer to look at the dialog trees for 30 seconds.
And I sincerely hope that "improved cluster stability" is a euphemism for last night's Mongolian Cluster Pfark of red swoopers in Mos Eisley, and the... situation... with vehicles, pets, and droids. Otherwise, tonight's gonna be comedy gold again.
Thunderheart wrote:
Does Drop shadows not showing concern the issue with the Sith Camp not appearing also. In my case whenmy first camp waypoint got changed by the system because it was on a house or in the middle of a city the camp didn't spawn/
WookieOgre wrote:
Hey TH, how about comment that its day 3 and I still did not get a visit from the old man. I'm a post9 unlocker and was glowing. Really would like to know if its worth my time to log in for hours to do nothing but look at clouds (since I can't go to dungeons or ride a speeder what else do I do)
Why can't you ride your speeder or go do a dungeon? You may as well go do some fun stuff. When you go back to get healed, maybe the old man will be waiting for you.
DarthDrogseth wrote:
Please for the love of god someone answer me. Last night somebody killed my sith spawn before I could get there. I have been up all night waiting for a respawn.
My first CSR ticket was closed with no response, and my 2nd ticket is now like 8 hours old and no response.
Maybe this is not important to you but come on, all I need is a couple dang words telling me your working on it , or that I am SOL.
Its not asking to much.
On Test Center, the first group of Sith for me spawned inside a building and were unattackable. I got a second group not too long later so I don't think you're out of luck. More Sith will come...
Buxley