Development Cycle Archive

Thread: Publish 9.3 Feedback thread... DECREASED STARPORT TIMES, Poison resists, etc.

kebernet
Tue Aug 10, 2004 9:10 am
#53



Thunderheart wrote:


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 bad of a resist buff I make, the end result will only be 5%? Just a little clarification, please.


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.




Isn't that six of one half a dozen of the other?



--
-k-
Haden Blackman: It's definitely inspired everyone on the development team. We're very determined to capture the feel of the X-Wing and TIE Fighter titles. In many ways, we're looking at Jump to Lightspeed as "X-Wing vs. TIE Fighter" online - much of our focus is on that dogfighting experience.
sharay
Tue Aug 10, 2004 9:12 am
#54

YAY!
Fixed starports and nerf CM's all at once. Well i'm happy now for a while

I do think the resist buffs and area heals have been long needed. Glad they didn't have to wait till after Publish 10.

Thanks for the news JustG.
Landlubber
Tue Aug 10, 2004 9:13 am
#55


This is a relatively minor matter that has not been in your post, but since it was officially added with 9.3 (even though it was live earlier on some servers), here's a question about the Keren race track:


On the Chimaera server, times are recorded in 8 second intervals. This mean you can get 112.0 seconds, 120.0, 128.0, etc... but nothing in between.

On a track as short as this, this very obviously invalidates the whole racing experience, and makes getting the badge mostly a matter of being there early enough. The other two race tracks on Chimaera (Agrilat swamp and Mos Espa circuit) bot work with 4 second intervals.

Now I know that other servers have 2 second intervals on all of those race tracks. Why doesn't Chimaera, and is there any chance this could be fixed?



Thanks, that's a verynice update all things considered

Message Edited by Landlubber on 08-10-2004 06:17 PM



______________________________________________________
The Ti'lya Brothers: Ailar (Entertainer/Chimaera, DG Trader/Bria),
Klofi (Smuggler/Chimaera) -- Cancelled,
"You have a right to be upset. Anyone who is attached to any profession that doesn't get a lot of new content has a right to be upset." -- HanseSOE
______________________________________________________
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Jas-Won
Tue Aug 10, 2004 9:13 am
#56






JustG wrote:



Travel: Decreased starport wait times to 5 minutes!!


GCW Increased all turret hitpoints.






Just couldn't procrastinate this time...best fixin ages!(Maybe now I can stop waiting and start playing ).


Only improvement I can think of is to make the Coronet starport instant, thus removing the bottleneck.

Turret hitpoint boost is welcomed too, perhaps faction bases will become more popular.




Jas-Won Beddoe - Lowca

Master Weaponsmith/Master Pistoleer/Shipwright

-=Jas-Won's Starship Boutique and Jas-Won Arms and Munitions=--1155, 53 Harata, Naboo

ElvisTheKing
Tue Aug 10, 2004 9:14 am
#57

Wow, this is amazing. It only took what, 6 or 7 month for you all to figure out the the starport wait times was a bad thing? We, the player community, told you this a BAZILLION times. We told you we did not like the wait times, we told you that it wasted real time in game, we told you it needed to be changed.


Now, I expect that you will LEARN FROM YOUR MISTAKES and not implement the vendor nerf. You do notice that we, the player community, are telling you that the vendor nerf is a bad thing. DO YOU SEE THE PARALLEL?


Please, listen to us. Get out of your own heads and your conference calls and your war room meetings and listen to the people. We told you Star Port wait times were a stinker months ago, you change it and now we are all very happy (Thank you BTW). We are telling you the vendor nerf is a stinker. Save yourself the time and the money and just don't do it.


The vendor nerf - Un-Fun


BTW: Thanks again for finally dropping the starport waits to 5 mins.



__________________________
N Eawet Ami N
Master Bounty Hunter
NeXuS
"My gun is for hire."
__________________________

Shann0w
Tue Aug 10, 2004 9:15 am
#58





Combat: Poisons and diseases no longer automatically hit, but now have a chance to hit based on their potency.


I've said it before, now I'll say it again, poisons and diseases were N-E-V-E-R AUTOMATIC!!!!!


I've had (notethe past tense there) three accounts since launch, I'veused poisons and diseases on my other toons, they were NEVER automatic!!!!!


I don't expect the TKMs, Swordsman, rifleman, pistoleers, etc. to know, understand, or even care how CM works, they've never gotten the 'X has resisted' messages like we have, but the DEVS should at LEAST know how the system works.


I've been here since beta. I remember the first time I spawned into Kor Vella, I was abolutely amazed. I see things in the details of SWG every day that are amazing. Once when I was waiting for my harvester to appear after a server restart, I watched one of the lizards on Tatooine. It breathed, when it walked it's joints moved, when it put its foot down the toes spread out, it even responded to other creatures. Why can't we get that level of attention to other aspects of SWG???



On a side note, I've typed this message twice because of:


Message Body: Your post has been changed because invalid HTML was found in the message body. The invalid HTML has been removed. Please review the message and submit the message when you are satisfied.

IxoBothan
Tue Aug 10, 2004 9:16 am
#59

Like the tweaks. Small entertainment boost while we wait for pub 10 =P


One thing though, has anyone been diseased, recovered, and find that the diseased stat lost its buff?


I am TKM vs a Seething Bol on Dantooine. It did a red ticking number disease to me. I finish it off, sit to meditate, and hit cntrl+c to see the damage. The disease subsides before my character info pops up, and to my dismay, my Strength buff is gone. All other stats had 45mins left.


It's possible I got a bum-timed buff, but it would be inconsistent from the previous buffsfrom that specific doctor.


Anyone else come across this?



--------------------------------------------------------------------------------

Who knows what evil lurks in the hearts of men?
The bothan knows...
Mwahaha!!!

JediMelvis137
Tue Aug 10, 2004 9:17 am
#60

Yes, Docs are valuable now, because everyone (almost) gets buffed. When the HAM revamp goes through, I don't see the Docs as being as valuable. We'll have to wait and see how the other pools for special moves work. If you get a bigger pool for special moves with a buff, that would make us Docs too powerful. If the special moves pool in un-buffable (is that a word?), then this whole poison/disease resist stuff is just giving us Docs something to do when HAM is changed...




Melvis (Scylla): Master Pistoleer, Master Bounty Hunter
Ishu (Scylla): TKM, Master Doctor
Givi (Scylla): Master Smuggler, Master Squad Leader
Ockewei (Scylla): Master WS, Master Artisan, Merchant in Training



w33tab1x
Tue Aug 10, 2004 9:18 am
#61

yes ty devs im happy you fixed the cm problem, cos they can stand there and chuck* to many poisons now we mite win /CHEER!, and great news on the shuttle time hope to see more nice updates coming are way

Message Edited by w33tab1x on 08-10-2004 06:19 PM



Etheco- Elder Jedi
Apet - Master Trader
Regola- in progress {some day}
Raptor2k1
Tue Aug 10, 2004 9:19 am
#62

The Keren Racetrack only appears to record time in intervals of 4, so beating a fast time is nigh impossible at the moment.



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


SithLord2000
Tue Aug 10, 2004 9:21 am
#63


DEVS,


*This is meant to be a constructive post with future suggestions. It is not a complaint, just something to chew on. Please no flaming.*


In regards to the 5 minutestarport wait time: Although this is a step in the right direction and I am pleased, especially since I am a BH, there is more that can be done to decrease wasted game time and spread things out in the galaxy. This is an issue that is bigger than most people realize. Some people won't do certain things, cause they don't feel like traveling all over the place. Its hard to recruit new city/guild members to your town, if its out of the way like, Lok or Rori. I have known people that quit because they feel that there is too much wasted time, waiting on shuttles. Here are a few suggessions or reminders:


1. What happened to making travel possible from any planet to any planet? IKNOW I read this in one of the DEV posts, regarding future travel changes a while back. This would really open up the whole galaxy. People would visit all the planets more often.


2. Why does there need to be any shuttle wait time at all? I recently began playing City of Heroes. One of the most pleasant surprizes of that game is the fact that the most you wait on a train to another district is 5 seconds. There is no build up of people causing lag. You get to where you are going and there is no wasted time. Lag in Coronet and Theed would be a thing of the past. It would cut down on alot of the spam too, since there wouldn't be as many people hanging out.


3. Lower Player City rank for aquiring a shuttleport to Rank 3, AND, make Starports available at Rank 5. This would give a boost to Player Cities, and people might actually hang out in their towns more often, and player cities would actually serve a purpose and not just be be for show. Either that or make shuttleports capable of travel to other planets.


4. At one time there was supposed to be a faction perk called, Shuttle pick-up (recall), so if you were overt, you could call a personal shuttle, anywhere you were to pick you up. What happened to that?


Just throwing these next two in as examples for increasing travel ease:


5. Make vehicle speeds varied through experimentation. Based on the quality of resources, speeds would range from, 13 to 19. This would make racing a whole new aspect of the game, and make people buy the other vehicles and not just swoops. It would also make more of the planets accessable.


6. Why can we build on Dantooine and Lok but not, Endor, Yavin or Dathomir? Make this possible. It would further help to spread things out. There are some places on south Dathomir, that would make great city locations. More of these planets would be accessable also.



I am all for a sense of realism, but really, its a video game, and people play the game for fun, not to sit and wait. Americans HATE waiting... remember?


These changes would really open up the whole game including, GCW, quests, and PvP and spread the server population out, reducing lag.


I hope one of the DEVS reads this...while some of the suggesstions are probably considered extreme, I really feel that a couple of them would be extremely beneficial to the game, and would cut down on a lot of the complaining.


SithLord
Rorenikibi
Tue Aug 10, 2004 9:23 am
#64






JustG wrote:



Travel: Decreased starport wait times to 5 minutes!!


Misc: Adjusted the encumbrance values on Wookiee chest armor set 2 & 3


Profession: Doctor Added point blank area poison & disease cures for Doctors Added new Doctor Disease & Poison Resistance Buffs.


Combat: Poisons and diseases no longer automatically hit, but now have a chance to hit based on their potency.


Combat: Most current poisons & diseases will affect the target a similar amount of time.


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.


Combat: Added message to target when they resist a poison or disease.


Combat: Fixed bug that caused Fire & Bleed DoTs to not stick as frequently as they used to. There will still be the 5% chance to resist Fire or Bleeds that exists for all DoT resist checks.

GCW Increased all turret hitpoints.


Crafting: Increased the Crafting Quest practice XP reward for crafting jobs by a small amount.


Wookiee Armor: Increased encumbrance of Wookiee Armor 2&3.


Message Edited by JustG on 08-10-200408:07 AM






YES YES YES YES YES YES YES YES YES YES!!!!!!!!!!!!!!!!



Halle-frickin-lujah!!!




Captain Janu Hull CFA-7
In the event of an emergency, this pilot's ego may be used as a floatation device.


Horizonz
Tue Aug 10, 2004 9:25 am
#65

Wow now just remove negative Jedi XP and we'll be all set!



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