Development Cycle Archive

Thread: Publish 7 Update for the FWG5, Scatter Pistol, and Launcher Pistol

ThorsAnvil
Tue Mar 09, 2004 5:23 am
#40

To me the real annoying part of all this ,


Is they nurf the Weapon schematic, and leave the weapons in game.


Then for the bio pets, they nerf the schematic, then nurf the pets.



And spend month's preaching the Gospel of " Balance "



ya , right!




Its decisions like this that are thining the cash cow Herds



Understand JEDI EXP (exp based on normalized kills)

Master Elite Prof 3,891,000 exp / 4200 exp = 926 Rancors for Master Elite anything
Master LightSaber 15,280,000 exp / 1000 exp = 15280 Rancors for Master LS
Mohr
Tue Mar 09, 2004 5:24 am
#41

So those of us that "listened" to SOE and deleted the crates of pre-nerf items...well...I don't know that I even have the strength left to ask the question.
aibo220
Tue Mar 09, 2004 5:30 am
#42






Thunderheart wrote:






Kershakk wrote:



We were told the problem was that it was using the 'old' schematic to insta-craft the item when you pulled something from the crate - the schematic was no longer there, so that's where it fell over. A simple case of pointing to the 'new' schematic it would seem now?





Thats correct. I'm not going to guess at the stats because I have no practical experience in weaponsmithing yet and there wasn't any of these crates on TC, so there has only been internal testing.









There's a word that flashed in my head when I read this... I won't say it for it's not my type of language but just think... Another word for a donkey is a JACK ....



"What a piece of 5|-|17 I returned to." [ Tiphini ]
/cough "Damn book." /cough

Imperial_Destroyer
Tue Mar 09, 2004 6:09 am
#43






Thunderheart wrote:


.......there wasn't any of these crates on TC, so there has only been internal testing.







Uhh yeah just Like Jedi was internally tested. WONDERFUL.




Rebel
Obide's Supplies Master Weaponsmith Master Artisan
Vendors Cor De Naboo 7184, -5311
Making weapons for too long hehe.
IThe path to opening the slot was; unimaginitive, uncreative, ruinous to the game, and flat out lazy programming.
Baaric
Tue Mar 09, 2004 6:24 am
#44




Kershakk wrote:


So there *will* be a change in the stats? I'm confused as to how this can be. I was always under the assumption that all the inputs in making something only count during the crafting and experimentation stage - once it was completed, there was no need to store how much damage was added by a feeder, how much damage was added by the barrel, how much damage was added by the handler, what the conductivity and overall quality was for each attribute that went into the gun - it's just a simple "This FWG5 came out to 62-208/1.8 with these range mods, these HAM costs, and this condition".


So you take the numbers for the item that are stamped on the crate, you create a "new" FWG5 and just apply these numbers, I would have thought. What is correct? Will these items be reduced in damage? If so, where is the number coming from?







Just go ask doctors about this.. happened to them a few publishes ago when they fixed Enhance Ds. They had a med use in the 70s when they fixed the formula for them, there was problem experimenting on them (raised med use instead of lowered), It effected all crates. It jumped the med use into the 90s.. So this in very possible for them to do this and for it work this way.. So the database appears to keep detailed info on every crate, back to their creation.


My guess would be that they'll point the old crates to use the current FWG5 schematic. So it'll probably recalculate the gun minus the power handler.



In game known as Oset
Former Master Doc, Medic, Rifleman, Squad Leader, Creature Handler, Commando, & Marksman.
Former Architect, Pistoleer & Combat Medic dabbler
Currently Master TKA, Master Artisian, Master Armorsmith.
Shop - Shadowfalls, Talus, Naritus
Shilak
Tue Mar 09, 2004 6:34 am
#45

It is going to be impossible for this game to ever be balanced as long as the devs keep leaving prenerf items in the game, almost everyone is stockpiling stuff for the upcoming expermentation changes so they can charge extortionate prices.


The devs need to do something about pre-nerf items. Personally I think they should reduce the condition on such items by 10% every week after they get nerfed.


Its also pretty pathetic how short sighted a lot of players are, the game will never be balanced without down-powering stuff that is currently too good. Almost every professionin the game at the moment is too powerful, there will be more adjustments, get used to it.




M O R T A R I U S
Master Bounty Hunter / Master Pistoleer / Small Blue Fly on Chimaera

Chrai
Tue Mar 09, 2004 6:50 am
#46

Wait a minute Publish 7 has gone live today? Is this right?

Is there somewhere we can find a list of all the changes that are happening with this publihs? The lack of dev communication here is outrageous.



_______________________________________
I kick ar$e for the lord.

This post represents the views of an idiot.
nojediiam
Tue Mar 09, 2004 6:53 am
#47



Crates are probably just objects that contain pointers to other objects in the database. There would be pointers to the resources used in the crate's construction and then a pointer to a schematic in the database so that when the item is pulled from the crate, the schematic is called on to craft the item and uses the resource pointers located within the crate to retrieve the resource stats for that crafting. Since they removed the prenerf schematics, when the crate goes to craft, it does not find the schematic and gives the current error message.


Now they are probably going to recreate the prenerf schematics in the database as dumby schematics and then redirect to the current schematics. What this will do is craft the weapons based on current schematics, which for FWG5s and Launcher pistols for example, will do so without the benefit of whatever went into the blaster power handlers. This will typically result in a loss of around 20 to minimum damage, 40 to maximum damage, and increase the speed by .40. If krayt tissue was used in the bph, then it will almost certainly be ignored.


Scatter pistols will lose the effects of the projectile feed mechanism which were bugged at the time, so they will lose no minimum damage, but will lose around 38 max damage and increase speed by .38. They should keep the benefits of krayt tissue since they still use bphs in the current schematics.


The first paragraph is based on my experience with programming and is simply a likely explanation, and the next two are based on my experiences as a long time weaponsmith. Now a quick comment on how I feel about the current state of possible changes.


I have not complained or threatened to leave the game due to the many problems we have all encountered and have been around since beta 3, but if this change goes in along with the current crafting changes as they stand now, I will be leaving SWG for good, no doubt about it. No fun leads to no playing, which leads to cancelling accounts.




_Posli on Talus near Dearic: Master Weaponsmith (+29 Exp / +24 Asm)
_____My Current Weapons Menu_____
Miner / Master Pistoleer / Merchant
--Talus Arch Tech and Architect Vendors--
Just use /waypoint 1525 -2700 once on Talus, look for the Arch


Newgurus
Tue Mar 09, 2004 7:02 am
#48

Dev's you are VERY close to losing 4 paying accounts if what I am reading is true. Lies, deceit, and more lies. This is all I get out of you guys nowadays.


First the crafting nerf that Thunderheart INGNORES thousands of posts on and now this slipped in minutes before patch. I would say I am amazed but really I'm not.



___________________
Dutchoven / Ceiree (My Alt)
Master Weaponsmith / Master Rifleman/Master Combat Medic
(+20 Weapon Experimentation, +26 Assembly and +25 Weapon Repair) / (+25 Med Exp, +25 Med Assembly, +25 CM Exp, +25 CM Assembly)
Dutchoven Guns Located NE of Anchorhead, Tatooine at 316, -4956
Ranged and Melee Weapons, Ranged and Melee Powerups (all +33.16% Primary)

darmokVtS
Tue Mar 09, 2004 7:04 am
#49

Congrats about that decision to remove those guns, if you could do this for non-crated too AND for all other weapons that were nerfed it would be even better.




Kope Sanisa, Medic / Imperial Pilot Ace
McGyver, Smuggler / Imperial Pilot Ace
Allanar Jansan, Commando / Freelance Pilot
JakeBlues21
Tue Mar 09, 2004 7:13 am
#50

This is a steaming pile.

And after the next crafting nerf... we'll be throwing rocks. I don't know many crafters who will stick around, and I just might not stick around either.

These nerfs are getting out of hand. Cut members of the Dev team if they don't have enough CONSTRUCTIVE things to do. I guess Idle hands truly are the devil's playthings.



Shayde - Agent to the STARS
SHAYDE'S ENTERTAINMENT AGENCY
Player since launch, Cancelled... account runs out the day before CU is pushed. That's Ironic.
- I support keeping & balancing the current combat system You can too
DrkSensei
Tue Mar 09, 2004 7:27 am
#51

"Congrats about that decision to remove those guns, if you could do this for non-crated too AND for all other weapons that were nerfed it would be even better."


Translation: I don't have one please please please take away the other kids toys





Bothan Bounty Hunter ~ Starsider
Narak Al'Stari
C o g i t oE r g oS u m
Bothan Commando M Gorath

Marcalus
Tue Mar 09, 2004 7:41 am
#52

Bunch of drama queens...


"Oh my! My guns might only do 250 points of damage instead of 300! How will I ever survive? Every crafter and combat character will quit over this outrage!"


The game is too easy. Part of the problem is overpowered gear (both by bug and design) and the complete joke of a death penalty. Since the community squealed like Ned Beatty in Deliverance over the still lame decay, the other logical place to balance is in the items we use to cause Death and Destruction.


If these changes are causing that much heartache, get out. Seriously. Leave. There's still plenty of people playing who can roll with the attempt to make the game better.



Marc
Gribble the Wookiee on Intrepid
Creature Handler/Bio Engineer/Brawler/Shipwright
Citizen of Pompeii, in the stinging winds of Lok
Entered the village on September 28th, 2004...the adventure continues....
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