Development Cycle Archive
Thread: Publish 9.3 Feedback thread... DECREASED STARPORT TIMES, Poison resists, etc.
Thunderheart wrote: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 bad of a resist buff I make, the end result will only be 5%? Just a little clarification, please.
Isn't that six of one half a dozen of the other?
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.
Message Edited by Landlubber on 08-10-2004 06:17 PM
JustG wrote:
Travel: Decreased starport wait times to 5 minutes!!
GCW Increased all turret hitpoints.
Turret hitpoint boost is welcomed too, perhaps faction bases will become more popular.
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:
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Message Edited by w33tab1x on 08-10-2004 06:19 PM
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