Development Cycle Archive
Thread: In Development: Loot Pass #1
No, just the Commando drops. This was me pushing for stuff and we're a bit early, thats all
Latenighter wrote:
Thunderheart wrote:I have one caveat to the request we made today - - the loot drops are going in, but they won't work until the Combat Upgrade is complete. (The code has to be there to support it properly)
Does this mean that none of these skill buff loot drops will work until the Combat Upgrade? Or is this just related to the Commando speed/accuracy issues?
Thanks again for being so fast on responses TH. And thanks again to Todd for both the great idea on new loot items and for adding the commando skills to the loot drop mix.
Thunderheart wrote:
No, just the Commando drops. This was me pushing for stuff and we're a bit early, thats all
Latenighter wrote:
Thunderheart wrote:I have one caveat to the request we made today - - the loot drops are going in, but they won't work until the Combat Upgrade is complete. (The code has to be there to support it properly)
Does this mean that none of these skill buff loot drops will work until the Combat Upgrade? Or is this just related to the Commando speed/accuracy issues?
Thanks again for being so fast on responses TH. And thanks again to Todd for both the great idea on new loot items and for adding the commando skills to the loot drop mix.
TH,
Since you are on this late
I have a question.
With the Loot changes, will Clothing/Armor attachments with more than 1 modifers now be fixes so that all modifiers stick?
I can't wait to see better and more loot in the game.
Is this only for the heavy weapon mods or for all of them?
Thunderheart wrote:
I have one caveat to the request we made today - - the loot drops are going in, but they won't work until the Combat Upgrade is complete. (The code has to be there to support it properly)
Message Edited by hasibert on 11-04-2004 05:36 PM
Fixing loot is meaningless when the systems to acquire loot are borked. We get *this* doc without any request for it, and the promised Combat Docs we heard about two months ago never materialized. You know what we want substantial info on, quit giving us fluff instead.
'Nuf said.
DarkY0da wrote:
I'm extremely concerned about the Mind wound healing loot drops. It's very hard and very slow anyways as an entertainer to gain healing xp. Just fact that they are there speaks loudly about what the Devs think about Entertainers and their interdependancy in this game.
Why is there going to be this loot drop ?
Whoops, I misread the announcement. i though it was only for mind damage. In that case make it so, the enhancedstims heal mind damage
/pulls out tricorder
"Jim, you idiot, you gave me the wrong tricorder."
Message Edited by Krase on 11-05-2004 09:15 AM
- Nightsister Armor (The entire set, including variations, and the incredibly cool backpieces)
- Singing Mountain Clan Armor (same deal as above)
- Spiderclan Armor (again, same deal)
- Factional Armor Schematics (Of course, this would be a heavily Imperial thing, but i do declare you talented folks could devise more Rebel armor)
- New Weaponry Schematics (I know there're a wealth of graphics in the game that you guys have not used yet, so USE them! (http://swgscreenshots.com/index.php?category.viewmembergallery&categoryid=&userid=1106&orderby=created&way=DESC&photo_SID=9a1904823255ebb122441843235)
- Cortosis Armor Layers (Yes, we DO need Lightsaber resistances, and they should be RARE)
Thunderheart wrote:
The doc and the implementation of the loot revamp are by Todd Bailey
Please tell Todd excellent job! I am looking forward to how it is implemented.
Also, for the crafters, any plans of a new multipart schematic... maybe on some restored corrupted data disks? */ evil grin /*